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If I ran an RPG company I would make_________.
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<blockquote data-quote="cybertalus" data-source="post: 1493734" data-attributes="member: 4400"><p>Also toss in 0 new prestige classes and you've got me 75% sold on it before knowing anything else about it. Although if it turned out to be The Complete Clown's Sourcebook I'd get unsold very quick.</p><p></p><p></p><p></p><p>Sounds very much like the Volo's Guides for FR in 2E, which were IMO some of the best gaming products ever produced. Anything which took a similar approach would definitely get my attention.</p><p></p><p>As for my own list.... </p><p></p><p>A Big Book O' Descriptions. Not just lists of them for everything from travellers on the road to the moss on the dungeon floor to the stench of a bugbear's fur, but a big section about how to make up evocative descriptions, including writerly exercises to help DMs get better at making up descriptions on the fly.</p><p></p><p>Ed Greenwood's Flavor-O-Rama. Just sit Ed down in front of a word processor and keep tossing cash at him until he turns in a manuscript he declares finished. Edit it for spelling, typos, and grammar and publish as is. Fire any employee who suggests adding game mechanics.</p><p></p><p>A different take on modern fantasy for d20 Modern. Urban Arcana had some stuff I didn't want (bugbear hockey players, orc biker gangs) and lacked some stuff I did want (a modern druid, an explanation for magic that is satisfying). So I'd like to give it a go.</p><p></p><p>"Everything a Modern GM Needs to Run a Game Set in {Country} Without Looking Foolish". A series of sourcebooks covering a country or region of the real world providing all of the information a GM who isn't native to that country would need to run a campaign set there. Contents would include a good poster map of the country, geographical and population information, an overview of history and laws, lists of famous leaders, notes about culture, common misconceptions about the country, etc. The same book would include notes on folklore, myths, and the like with an outline of how to use that to run a culture-specific fantasy campaign either in Modern or D&D.</p><p></p><p>Redheads in Kilts. A Celtic book. Basically an excuse to: </p><p>1. commission a lot of art with redhaired beings in it </p><p>2. toss out a lot of Gaelic words.</p><p>3. go to Ireland and Scotland for research</p><p></p><p>A non-d20 RPG with game mechanics based on the old Atari ST/Amiga game Dungeon Master.</p><p></p><p>And lastly to put my company on the map....</p><p></p><p>Something at least mildly controversial. A "love it or hate it" product that would get message boards hopping (at least until all the threads got closed down) and make teenagers and young adults feel like they were being rebellious by liking it. Although this one would need some work, because my best idea so far, Thoreau the Roleplaying Game, probably wouldn't do the job.</p></blockquote><p></p>
[QUOTE="cybertalus, post: 1493734, member: 4400"] Also toss in 0 new prestige classes and you've got me 75% sold on it before knowing anything else about it. Although if it turned out to be The Complete Clown's Sourcebook I'd get unsold very quick. Sounds very much like the Volo's Guides for FR in 2E, which were IMO some of the best gaming products ever produced. Anything which took a similar approach would definitely get my attention. As for my own list.... A Big Book O' Descriptions. Not just lists of them for everything from travellers on the road to the moss on the dungeon floor to the stench of a bugbear's fur, but a big section about how to make up evocative descriptions, including writerly exercises to help DMs get better at making up descriptions on the fly. Ed Greenwood's Flavor-O-Rama. Just sit Ed down in front of a word processor and keep tossing cash at him until he turns in a manuscript he declares finished. Edit it for spelling, typos, and grammar and publish as is. Fire any employee who suggests adding game mechanics. A different take on modern fantasy for d20 Modern. Urban Arcana had some stuff I didn't want (bugbear hockey players, orc biker gangs) and lacked some stuff I did want (a modern druid, an explanation for magic that is satisfying). So I'd like to give it a go. "Everything a Modern GM Needs to Run a Game Set in {Country} Without Looking Foolish". A series of sourcebooks covering a country or region of the real world providing all of the information a GM who isn't native to that country would need to run a campaign set there. Contents would include a good poster map of the country, geographical and population information, an overview of history and laws, lists of famous leaders, notes about culture, common misconceptions about the country, etc. The same book would include notes on folklore, myths, and the like with an outline of how to use that to run a culture-specific fantasy campaign either in Modern or D&D. Redheads in Kilts. A Celtic book. Basically an excuse to: 1. commission a lot of art with redhaired beings in it 2. toss out a lot of Gaelic words. 3. go to Ireland and Scotland for research A non-d20 RPG with game mechanics based on the old Atari ST/Amiga game Dungeon Master. And lastly to put my company on the map.... Something at least mildly controversial. A "love it or hate it" product that would get message boards hopping (at least until all the threads got closed down) and make teenagers and young adults feel like they were being rebellious by liking it. Although this one would need some work, because my best idea so far, Thoreau the Roleplaying Game, probably wouldn't do the job. [/QUOTE]
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