D&D 5E Manual of The Planes vs Adventure of The Planes

I'm thinking maybe I should maybe make a new type of supplemental book for planes. Not like a manual of the planes or quite like an adventure, but an expanded book of maps, monsters, traps, plants, hazards, etc... for planar adventures.

A sort of planar adventures tool book or something like that providing everything a DM needs to create shops, treasure, dungeons, etc... for each of the planes in the Great Wheel Cosmology.

I'm guessing that WotC's "manual of the planes" will take the same form as its underdark sourcebook. That is, it will be a hardback adventure spanning several planes, probably with the obvious stuff like Sigil and a trip to the hellish places.

So I think if you were interested in avoiding covering the same material as WotC eventually does, then you'd focus on the secondary places. But that's stupid advice.

Because if you provide interesting locations and NPCs in Sigil, and encounter locations in the Hellish places, then you'd be providing both supplemental material to fill in the gaps WotC will definitely leave, and a useful standalone product.

Out of the Abyss showed me that what I want is a sourcebook/adventure hybrid.
 

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A guide to creating planar adventures would be really cool, especially if it tied in material from earlier MoP editions. For example, what types of adventures can someone have in Acheron? What might draw adventurers to Arboria? If you are adventuring in Arcadia, what sort of influences do you have to worry about from the powers? What does architecture look like in the Abyss? All those types of questions help DMs to create interesting adventures. Top it off with a sample adventure for each plane, and I think you would have a winning product.
 


I'd actually love to see a Sigil book filled with descriptions of locations, npcs and plot hooks. Something more expansive than previously published material on Sigil.


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