If I ran an RPG company I would make_________.

...Planescape.

Seeing as how this is all fantasy, anyway. Ravenloft was licensed off, Dragonlance as well. I'd see about trying the same with Planescape.

Other than that...

I suppose I'd want to do something similar to the Testament game I recall seeing advertised here and there. The "Bible d20" game. But with a likely more modern spin on things.

And while I'm on that, In Nomine d20 might not be so bad. Some few months ago, while bored out of my gourd, I actually spent a good chunk of a week or two trying to convert it. I'm really not a big fan of the current In Nomine system, though I do like the way they integrated the d6's the way they did. Still, I suppose something more like the World of Darkness' system might be a bit more fitting. But, eh.

Let's see...

Some sort of sourcebook or campaign setting or monster book or something that integrates a good chunk of Russian mythology into it. Baba Yaga, Rusalka, Koschei, and so on. I do realize if you scrounge around a bit you can find a lot of that stuff scattered here and there, but that's just it - it's scattered. It also doesn't always quite have the feel of its roots, its origins.

Oh, in somewhat the same vein as Planescape, a book quite strongly and even blatantly influenced by Neil Gaiman. The Sandman and all its lovely stories. Unlike some books, I think it has more potential as a game then others, in light of the fact that it was never quite focused on just one or a few individuals (at least so much as, say, the Lord of the Rings, or the Wheel of Time).

While I'm sure there's at least one, if not more, books on the fey, I don't recall any being particularly big or snazzy enough to attract my notice. I'd be all over something like that.

Anyway, I suppose that's about it. Possibly more, but there's my piece for the moment.
 

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Gnarlo said:
I'd produce a gargantuan boxed mega adventure with maps and handouts and a book about the size of Midnight that would be a globe-spanning adventure instead of relying on months-long dungeon crawls; and there'd be tons of city and hamlet encounters and entire chapters devoted to the wilderness encounters and how to make it more than just "that place we skip over as we go from one dungeon to the next."

Me too - huge adventure path without tons of dungeon delving.
 
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  • More Bluffside products
  • A sourcebook for designing Crypts, tombs, etc.
  • A good version of a Egypt or Arabian setting
  • Continuing historican settings--Ancient Rome or Greece
  • More adventures! Especially high-level ones
  • More arcane-magic sourcebooks. I still think there's lot's of room left here, especially for something 3.5 compatible.

I'm skeptical about the d20 Modern route, but good luck to anyone who takes it up.
 

Trickstergod said:
...Planescape.

. The "Bible d20" game. But with a likely more modern spin on things.

I'd like to see a scriptural tribulation game based on d20M or something along those lines.
 

I don't know how possible this is, but I'd like to see more companies go the route of getting a licence from WotC to do stuff that ties into official material (e.g. a published version of Planescape?) Or adventures that use material form popular WotC accessories like BoED, BoVD, MotP, etc.
 
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-- A ruleset that makes it simple and easy for players to invent skills, powers, feats, etc. that work within any d20 system.

-- Hex maps, Hex maps, Hex maps

-- I'd create a game based upon the magic of the 4 elements (Fire, Water, Earth, Air). As it is I think D&D could use a big book on elementalism.

-- I'm a bit of a stats nut, so I'd like to create about 20 stats for a PC -- but I realize this is less marketable.

--- A booklet about playing the game, not just the rules. The metagame, the elements of playing a role in a group of different individuals, common tendencies and patterns found in people and groups when playing such games, etc. A real orientation. It would also include a very basic intro to how statistics/probability/dice work within a game, and a basic intro to personality psychology (like maybe Myers-Briggs personality types and their contribution to one's appreciation for different characters and players).

-- A similar booklet for DM's.

wolfen
 

pogre said:
Me too - huge adventure path without tons of dungeon delving.

Something like, say, the Enemy Within campaign for Warhammer Fantasy Roleplay? It had three 250 page books to it, IIRC. I had those except for the last part, and those were just excellent.

And made in the 80s.
 


Pyske said:
A two villain campaign which spans the resources of two opposed evil groups, and puts the PCs in the middle as the balancing (or unbalancing) factor, with lots of built-in reasons for the PCs not to be crushed by either of the two. Includes details on how the villains rect to the loss of each asset described, be it critters, items, bases, public perception, or what have you.

Interesting... Just last week I sent Osseum the following product announcement:

Slavelords of Cydonia is an epic campaign sourcebook for use with Bad Axe Games' Grim Tales. Part sourcebook, part adventure, this tome details the Second Great War between the tentacled Lethid horrors and the cruel reptilian Sli’ess—and the PCs are caught in between! The first Lethid/Sli’ess war sundered the Earth and sank mighty Atlantis, and it is up to the players to stop a second cataclysm.

The adventure portion of this sourcebook is cleverly constructed so that the GM can set his campaign in any era, from the sword-and-sorcery Archaic era, to the crowded streets of the Modern era, to the desolate wastes of the Post-Apocalyptic era. The GM can even run the adventure across several eras, allowing the players to play their own heroic descendants. The adventures can be run as a single epic adventure spanning levels 1-20, or broken up and dropped into an ongoing campaign.

The sourcebook contains greater detail on two of the major villains introduced in the Grim Tales campaign rulebook, the Lethid and the Sli’ess. The history and motivations of these two machiavellian threats is laid bare for the GM, along with plenty of new rules: new Lethid and Sli’ess creatures, new psionic powers, occult spells, and fantastic technology.
 

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