Well, let me clarify: When I say "non-linear, non-railroad", I actually mean "hybrid non-railroad/railroad". Totally non-linear campaigning requires complete improvisation, and almost by definition doesn't suit.Unfortunately, the sheer dauntingness of it makes it near impossible to get one ready enough to publish. Peoples' groups are just too divergent.
Heh. How does the song go? "If you want something done, then do it your-self..."Hook us all up and make one for us.
Nightfall, I'm not saying that I can necessarily design such a thing and have it be any good, but that there is the potential for it that I can see as a consumer. I don't see the correlation between seeing the potential for a product type and wanting to be able to purchase it and bragging that I could do better.I prefer to think of it more like "It's not bragging if you can back it up" So just think of it that way.
Although I see where you're coming from, I'm not following your reasoning to your conclusions here, Nightfall.I'm not trying to be offensive or make you upset. But you are obvious upset at the fact there aren't enough modules written in the way YOU and you feel others would like. Therefore, it stands to reason that, while you may not be ABLE to write the best one ever, you could write one. Part of the charm of being "first" is trying it out.
I'm not saying "Put up or shut up". What I AM suggesting is, if you see a need and feel you can do it, go for it. I guess while I see a need, I'm just waiting to see what comes around the corner from guys like Atlas, Necromancer Games and others.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.