Jürgen Hubert
First Post
I would get
Urbis - A World of Cities into print. And if it was financially feasible, I'd do a whole range of supplements as well, including regional sourcebooks (starting with the Flannish Cities, adventures, and the "Urban" series, dealing with specific details of the setting:
- "Urban Conspiracies": Details various groups that pull the strings from the shadows - or at least, plan to do so.
- "Urban crime": Examines crime both organized and disorganized in the world of Urbis, and how it can florish despite the many magical countermeasures.
- Urban Faiths: The religion & clerics sourcebook. Less a stat book for deities like "Faiths and Pantheons" or "Deities and Demigods", but an examination of religious practice and how it integrates into urban society.
- "Urban Locations": Plans of typical buildings found in the world of Urbis, complete with game stats for the most important inhabitants and lots of adventure seeds.
- "Urban Encounters": Generic NPCs you might encounter in the world of Urbis - people you might need for encounters, but spend too much time to stat out.
- "Urban Mysteries": Examines arcane magics in the setting, starting with the Nexus Towers (too bad "Urban Arcana" is already taken as a title...
).
- "Urban Myths": Various urban legends in the setting, and various interpretations of the "truths" behind them - in a similar vein as the old "Tales of Terror" for Call of Cthulhu.
- "Urban Species": Examines the various non-standard species of Urbis, and how they can be used as player characters. Similar to "Savage Species" in goal, but focuses more on culture and how they fit into urban society than on game stats.
- "Urban Societies": Expands on the various public NGOs in the setting, such as the Astromantic Society, and introducing lots of new ones.
- "Urban Trade": The sourcebook on economy and business in the world of Urbis, including advice on how to run an interesting campaign as traders. Think of the old "Dune Trader" for Dark Sun.
- "Urban Threats": The "bad guys" sourcebook for Urbis, focussing on magical or monstrous threats, or dangerous organisations with unique resources.
- "Urban Warfare": Examines what the application of D&D magic would really mean to the battlefield. Think of what a modern special ops team could make with magical support, and create viable military operations with that in mind. Possibly includes a condensed version of one of the OGL mass combat rules customized for Urbis.
- "Urban Archaeology": An overview of various mysterious ruins across the world of Urbis, various organisations that explore them and the past of the world, as well as suggestions on running a campaign in Indiana Jones mode.
- "Urban Cryptozoology": Far more than a simple "creature companion", this book focuses on rare and legendary beasts that are hard to find and even harder to catch and/or slay.
- "Transurban Space": The sourcebook for the other worlds of the solar system of Rothea, and the various human colonies on them (but I might have to come up with another title - while this one is cool, it might just be a bit too derivative...
)
- "Urban Cosmology": The "Outer Planes" sourcebook for Urbis, expanding on the structure of metaphysical space and what it means in daily practice.
- "Urban Epics": The high-level sourcebook for Urbis. Less focused on game stats, but rather a guide on how to create epic-level adventures - how to be challenging while still being believeable.
Of course, all this presumes that I had enough start-up money to hire lots of freelancers...
Urbis - A World of Cities into print. And if it was financially feasible, I'd do a whole range of supplements as well, including regional sourcebooks (starting with the Flannish Cities, adventures, and the "Urban" series, dealing with specific details of the setting:
- "Urban Conspiracies": Details various groups that pull the strings from the shadows - or at least, plan to do so.
- "Urban crime": Examines crime both organized and disorganized in the world of Urbis, and how it can florish despite the many magical countermeasures.
- Urban Faiths: The religion & clerics sourcebook. Less a stat book for deities like "Faiths and Pantheons" or "Deities and Demigods", but an examination of religious practice and how it integrates into urban society.
- "Urban Locations": Plans of typical buildings found in the world of Urbis, complete with game stats for the most important inhabitants and lots of adventure seeds.
- "Urban Encounters": Generic NPCs you might encounter in the world of Urbis - people you might need for encounters, but spend too much time to stat out.
- "Urban Mysteries": Examines arcane magics in the setting, starting with the Nexus Towers (too bad "Urban Arcana" is already taken as a title...

- "Urban Myths": Various urban legends in the setting, and various interpretations of the "truths" behind them - in a similar vein as the old "Tales of Terror" for Call of Cthulhu.
- "Urban Species": Examines the various non-standard species of Urbis, and how they can be used as player characters. Similar to "Savage Species" in goal, but focuses more on culture and how they fit into urban society than on game stats.
- "Urban Societies": Expands on the various public NGOs in the setting, such as the Astromantic Society, and introducing lots of new ones.
- "Urban Trade": The sourcebook on economy and business in the world of Urbis, including advice on how to run an interesting campaign as traders. Think of the old "Dune Trader" for Dark Sun.
- "Urban Threats": The "bad guys" sourcebook for Urbis, focussing on magical or monstrous threats, or dangerous organisations with unique resources.
- "Urban Warfare": Examines what the application of D&D magic would really mean to the battlefield. Think of what a modern special ops team could make with magical support, and create viable military operations with that in mind. Possibly includes a condensed version of one of the OGL mass combat rules customized for Urbis.
- "Urban Archaeology": An overview of various mysterious ruins across the world of Urbis, various organisations that explore them and the past of the world, as well as suggestions on running a campaign in Indiana Jones mode.
- "Urban Cryptozoology": Far more than a simple "creature companion", this book focuses on rare and legendary beasts that are hard to find and even harder to catch and/or slay.
- "Transurban Space": The sourcebook for the other worlds of the solar system of Rothea, and the various human colonies on them (but I might have to come up with another title - while this one is cool, it might just be a bit too derivative...

- "Urban Cosmology": The "Outer Planes" sourcebook for Urbis, expanding on the structure of metaphysical space and what it means in daily practice.
- "Urban Epics": The high-level sourcebook for Urbis. Less focused on game stats, but rather a guide on how to create epic-level adventures - how to be challenging while still being believeable.
Of course, all this presumes that I had enough start-up money to hire lots of freelancers...
