Must buys in this list?

I'll recommend some other WotC books here, in case you haven't looked at them before:

Heroes of Horror. It has the Archivist. It has the Dread Necromancer. It has tons of neat information about running a horror-inspired campaign. It's really frickin' neat ;)

Libris Mortis. It has all the undead monsters and PrCs that beat 'em (or join them) and is a great resource for undead overall. HoH and LM make a great team ;)

Unearthed Arcana. Yes, you can look in the SRD and see most everything there, but this was a nifty set of options which just simply rocks. It's nice to see how you can strech the system to your wants/needs and do some different things with it. Weapons Groups are a big improvement, for one thing. Plus, if you buy it, you're telling WotC to go and make a UAII already!

PHBII and/or DMGII. Both great books, with tons of solid, further advice and options - these two books are a perfect combination of fluff and crunch. Very solid choices.

cheers,
--N
 

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freyar said:
Are there any musts in this list, or do you have other recommendations? Or should I look for more older edition PDFs? Thanks!

I have several thoughts.

Most important though, I would lean toward books that are going to help do something you're interested in doing right now, that's been on your mind as a "this would be fun" scenario or theme. And if there aren't any, I'd pick up ones that make you think "cool!" when you read a few pages, because then you're likely to use it.

Since you're not likely to use any new mechanics, I think the best approach is to look for books that give you good ideas for scenarios to run, that discuss the nuts and bolts of running a game (prep time, encouraging player feedback, and guidance for structuring your home brew adventures), and if they interest you, really good adventures to run.

You also mentioned being relatively new, and I think that books that help create the styles you run and play by are useful when first getting exposed to the game. I agree you're on target to skip additional rules complexity at this point.

You also mentioned being interested in FR and Greyhawk.

Given all of that, My list would go something like this:
For plots and schemes/adventure ideas in the settings you prefer
*Power of Faerun - Excellent source of ideas for plots and schemes in the Realms. Don't overlook the Border Kingdoms web series on the wotc web site for added value. A similar book, recently release is Renegade Crowns for Warhammer. It seems to focus more on being a step by step to building a home brew barony where politics can be a central theme to the adventures you run there. Power of Faerun will give you the Border Kingdoms, whereas Renegade Crowns will help you design your own barony there or elsewhere. I find the books to be very complementary.
*Greayhawk From the Ashes, The Marklands, and Iuz the evil TSR PDF (Paizo or RPGNow)
*The FR deity book PDFs that someone mentioned earlier in the thread.
*I found Silver Marches to be worthwhile if you want to keep your FR game set in the North. I'd definitely buy the other two first though. The same goes for any FR region book, really. I'd probably only pick up ones that I intended the campaign (in real world time) to stay around in for a good while.

Running a game, approach, style, etc
*Robin's Laws of Good Gamemastering
*DMG II has a section that's similar to, and updates some information from Robin's Laws of good gamemastering. I certainly think you'd get good use out of that section, but the other sections are rules widgets that you may not need right now. I'm reluctant to recommend it only because it's a pricey buy if you just plan to use the gamemastering section.

Building your own adventures
*Dungeon Master Design Kit (another AD&D PDF buy). I can't recommend this enough for it's framework that helps put the adventure idea in your head into notes you can use to run it.
*I'd also consider the Fantasy Flight Games Legends and Lairs PDFs: Cityworks, Dungeon Craft, Wildscape, and maybe the Monster one if you want to build your own monsters. They're not strictly necessary, but I think for $5 each, they'll give you ideas for building adventures around the different themes.
*NPC Essentials PDF
*Draconomicon is great, and I recommend it. The only consideration here is that the adventures you make out of it will be centered around dragons. If you only want to do one or two dragon adventures, then it might be pricey for the value you get out of it. Like I said though, I like it. I'd recommend it over Dragons of Faerun, though if you'd rather have info on specific dragons of the Realms, and their plots and schemes, then Dragons of Faerun might be a better buy for you (the free Wyrms of the North on wotc's site might give you all you need on that front though. Check it out before deciding you want more FR dragon inspiration).
*I'd also recommend Heroes of Battle if you think you want to run grand battles and use war as a campaign backdrop, and Heroes of Horror, Nightmares of Mine, or GURPS Horror if you want to inject the occasional spooky mood into an adventure. They're fun, and educational for helping to illustrate certain styles of play, but ultimately make for merely fun reading if you're not interested in running the types of adventures or campaigns they put forth.

*Look into A Magical Medieval Society Western Europe if you're interested in fleshing out some of the setting, even if its just for your own benefit behind the scenes.

Out of the box (or book, as it were,) adventures
*Red Hand of Doom - starts at 5th level, and really cool. Had I seen an adventure like this when I first started playing, it probably would have changed the way I played (for the better) during those younger years. It's basically set in a FR region with the serial numbers filed off, and is easy to port over.
*The Forge of Fury - 3rd level, but you could beef it up, and again, a really cool scenario.

There are other good adventures as well. Your preference will depend on what theme you want to run. Dungeon crawl? I'd look into Expedition to Castle Greyhawk when it comes out. Scary/Gothic, consider Expedition to Castle Ravenloft. Not all good adventures come from wotc, of course. I'm not personally familiar with many other published adventures to be able to recommend them though. There's a free one that Mike Mearl's wrote for 4th level I think, available on drivethrurpg.com. It was fun when I ran it, and won't eat into your budget. In general, I'd look over all the ones out there and pick a few that sound like fun, again, only if you like published adventures. I'd look at Green Ronin, and Goodman Games. I liked some of the Atlas Games ones, but they were generally for low level - the exception being Beyond the Veil. Consider that for down the road. Don't forget to check out Paizo's site to see if they have any old Dungeon magazines that have one or more adventures you like. The more you want to run from any single issue, obviously the value proposition goes up, and some might even be in PDF now.

If you're interested in experimenting with a cool, immersive setting, and can stretch your budget a little, then I'd consider spending it all on Ptolus, available for $90 over at frpgames.

Also, Treasure Tables and roleplayingtips.com are great reads, and free. Definitely take a look at those resources.

My overall recommendation in trying to spend the money would be to buy things you're going to use again and again, not just for this campaign, but for many. Buy things that generate ideas for you - more ideas than you can use in your current game. Buy things that help you think about approaches to and styles of playing, or formalize your ideas into a workable adventure. Consider published adventures that sound fun. For $10 you can get a night or two of play. For $30+ you can get months of gaming mileage. Avoid things that complicate play.
 
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Psion said:
Draconomicon is a simply great read and useful reference if you plan to (or would like to) use dragons in your game.

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.

Complete Mage, Arcane, and Book of Eldritch might are all good magical splatbooks. CBoEM also has some good material for the GM. I, in particular, found the soul magic an intriguing tidbit to drop in the game, and most the mini-planes/sites of the nexus seem useful to me.
I wholeheartedly agree with all of this, although I don't own Lords of Madness.

N.B.: This makes me think that I should start paying more attention to Psion's reviews.
 

I'll second the Players Handbook II. It's actually quite cool, and thoroughly useful in many kinds of D&D campaign.

For sheer awesomeness from WotC (and it's pretty, too), have a look at the Tome of Magic. It's a thing of beauty.

The 'Complete's can be handy, particularly Adventurer (though YMMV).

If you don't have MMII, MMIII and FF, then the Monster Gift Set is a great deal atm.

Third party, there's amazing amounts of good stuff. But I'm not really sure what you're needing, so. . .

Complete Book of Eldritch Might is good, from your list. It has a nifty Bard variant, and its Sorcerer is not too bad, either.
 


Ok, wow, this is fantastic advice from everybody! (And probably enough to get me through a couple rounds of book buying. ;-)) I think based on the comments, I just have to go with Lords of Madness now and probably Draconomicon, too. Cityscape and other environment supplements sound appropriately fun, too, and I'll have to research some old edition stuff, now, too. Of course, this kind of research is the good kind! The splatbooks will wait till I'm in some other campaign that might use them...

Thanks everyone, this has been a great response!
 

I would recommend "Draconomicon" and "Lords of Madness" from your list. "Complete Book of Eldritch Might" is also very good, but it's very crunchy, and you did say you weren't looking for many new mechanics.

I'm getting "Cityscape" for Christmas, so can't comment. Likewise, the PDFs of the classic adventures are something I'll get eventually, but don't current have so can't comment on.

Other books I would recommend:

"Dungeon Master's Guide II" if and only if you are a relatively new DM. There's a lot of good advice in that book, but once you've got a few years of experience you probably know everything here.

"Player's Handbook II" - probably my top book of 2006, although it is very mechanics-based.

"Fiendish Codex I", "Libris Mortis"

"Frostburn" really impressed me (also "Sandstorm" is very good, but not quite as good IMO)

"Heroes of Horror" (This book, "Libris Mortis" and "Book of Vile Darkness" strike me as a set of books that would work really well together to create a very dark and powerful campaign.)

("Oriental Adventures", "Book of Nine Swords" and "Expanded Psionics Handbook" also strike me as perfect building blocks for a fun campaign, but I suspect these aren't what you're looking for at this time.)

Oh, and you should also probably consider subscribing to Dungeon and/or Dragon.
 

Do yourself a favor and get a subscription to Dungeon. If you like Dragon, it can be good too, but Dungeon has almost become required reading these days.
There is always something useful to a DM in the magazine, whether it be a full adventure, a single encounter, or even just all those great stat blocks.
Dungeon was at the top of my Christmas list this year.
 


I'd go with Complete Book of Eldritch Might myself but then I'm a fan of the series.

Draconomicon and Lords of Madness is the best choice in my book.
 

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