freyar said:
My only campaign is a 1-on-1 I DM for my wife (we both have 2 PCs) in FR. Since we're trying to keep things relatively simple and are only 4th level, I doubt I'll be using any of the mechanics soon, so I'm looking for fun things to read and to keep in mind down the road. In terms of settings, I'm most interested in FR and Greyhawk. My list is
Player's Guide to Faerun
Mostly mechanics driven, I'd skip it.
Some interesting stuff on cities. Fairly light on mechanics, mostly has informative text and DM helpful stuff. It's an okay book, certainly not the one I'd pick from the list, but if cities play a big part then it could be very useful.
Complete Arcane and/or Mage
Both fairly mechanics driven. Mage is an all-around better book than Arcane, however, Mage builds upon some stuff from Arcane (primarily the warlock and wu-jen classes) and I'd hesistate to recommend it to anyone who doesn't already own Arcane.
Mage also has some 'help PC's and DM's out' style of writing, but it's mostly mechanics.
Lords of Madness: Book of Aberrations
Draconomicon
Really great books! Both are good just for reading (Lords of Madness especially). Though both have some mechanics, the primary parts of the books are devoted to flavor text. I think I might recommend Lords of Madness over Draconomicon, but there's no denying that Draco is a really good book.
Other books I'd Recommend:
Lost Empires of Faerun
Fiendish Codex I: Hordes of the Abyss
Manual of the Planes
Dungeon Master's Guide II
Psion said:
Libris Mortis is a decent book, with good material on existing creatures (principally mind flayers), but it sqanders space on the tsochar, a new creature which I am unlikely to use for any great period.
You mean Lords of Madness right?
I liked the tsochar, they're pretty cool actually. It'd be neat to have a campaign dedicated around them as the badguys. They're not build around SLA's like Mind Flayers and Aboleths are and they're inhumanly creepy enough to stir the pseudo-Lovecraft vibes.