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Oldies but goodies: 1e/2e books you still use?
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<blockquote data-quote="Kid Charlemagne" data-source="post: 84031" data-attributes="member: 93"><p>I have made significant use recently of:</p><p></p><ul> <li data-xf-list-type="ul">The Dungeoneer's Survival Guide - I use the mining rules for a town that a PC controls.</li> <li data-xf-list-type="ul">Monster Manual II - for monsters not in the new Monster Manual. I find that the Creature Catalog site helps much in converting old creatures to 3e. Recently I've used Quicklings and Nabassu Demons.</li> <li data-xf-list-type="ul">Of Ships & the Sea - Gives more useful info than either the Seafarer's Handbook or the Mongoose ship book; I need REAL ships more than I need 15 fantasy ships that don't fit my campaign.</li> <li data-xf-list-type="ul">1e DMG - I've taken some of the tables and used them to generate art objects for treasure.</li> <li data-xf-list-type="ul">Judge's Guild Village Books - I use these to generate villages for my world - especially number and types of shops in various areas</li> <li data-xf-list-type="ul">Judge's Guild Castle Books - I use these to generate random armies when I need to. I've also expanded these (admittedly simple) tables for my own use, so more correctly I use derivative info more than the original.</li> <li data-xf-list-type="ul">Free City of Haven - this is <em>the</em> best city product every produced, IMO. I use the background elements for campaign flavor, I use the shop tables for big cities (used it today to prep my game - gotta love rolling shops up on a d1000!), and I have used the adventure seeds for many adventures. Made by the same guys who did the Thieves' Guild supplements, which I also occasionally use.</li> <li data-xf-list-type="ul">D&D Creature Compendium - for when I REALLY want to give my players an enemy from out of left field.</li> </ul></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 84031, member: 93"] I have made significant use recently of: [list] [*]The Dungeoneer's Survival Guide - I use the mining rules for a town that a PC controls. [*]Monster Manual II - for monsters not in the new Monster Manual. I find that the Creature Catalog site helps much in converting old creatures to 3e. Recently I've used Quicklings and Nabassu Demons. [*]Of Ships & the Sea - Gives more useful info than either the Seafarer's Handbook or the Mongoose ship book; I need REAL ships more than I need 15 fantasy ships that don't fit my campaign. [*]1e DMG - I've taken some of the tables and used them to generate art objects for treasure. [*]Judge's Guild Village Books - I use these to generate villages for my world - especially number and types of shops in various areas [*]Judge's Guild Castle Books - I use these to generate random armies when I need to. I've also expanded these (admittedly simple) tables for my own use, so more correctly I use derivative info more than the original. [*]Free City of Haven - this is [i]the[/i] best city product every produced, IMO. I use the background elements for campaign flavor, I use the shop tables for big cities (used it today to prep my game - gotta love rolling shops up on a d1000!), and I have used the adventure seeds for many adventures. Made by the same guys who did the Thieves' Guild supplements, which I also occasionally use. [*]D&D Creature Compendium - for when I REALLY want to give my players an enemy from out of left field. [/list] [/QUOTE]
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