Joshua Dyal said:I dunno, MerricB. Responding in a thread based solely on the title and not even reading the posts? Definately sounds a bit dodgy.

Two issues were raised:
* The Planar Handbook does not aid DMs
* Wizards are producing books solely for players and not for DMs.
A few posts later, the actual reason turned up
* The Planar Handbook (and other recent supplements) aren't inspiring.
The first issue: I guess that's why it says "Player's Guide" on it. (Though, as I say below, I think it helps DMs as well).
The second issue: I do believe that Wizards has recently produced these books for DMs: Eberron, Serpent Kingdoms, the Monster Manuals, Races of Stone (which has a bunch of adventure ideas in the back as well as several other things to help flesh out dwarven, gnomic and goliath cultures). Frostburn looks very interesting from a DM's perspective... and of course you have the OGL as well, allowing products like Beyond Countless Doorways. Is there really a reason that Wizards have to make everything?
The third issue: I feel that this is purely personal taste.
Expanding on that somewhat, I gave in the post that MM objected to the following anecdote:
A couple of my players, after reading the book (and the planar touchstones), have indicated that they want to attune to a particular touchstone.
Thus, the desires of the players will fuel a future adventure, rather than me imposing one on them. It also gives me leave to develop the game in a direction I probably wouldn't have gone in before.
That's one reason I prefer that the book contains the many descriptions of the touchstones. If they weren't there, I'd have to create them myself, and I have other things that I'm doing.
I'm illustrating how the book inspires the DM through the players. It's one of the most fascinating and key things about RPGs. In other games, you're generally a slave to the game's rules and design. (Better games may allow you more choices than just one, of course). However, in D&D, the players of the game can influence the designer of the campaign (the DM!), thus creating something far more interesting than if it were just the one person creating it.
Going back to the original complaints:
I want campaign seeds, encounter ideas, demographics, descriptive areas, ideas on power groups, secret organizations, and so much more that these new books just don't really provide.
In Races of Stone - adventure ideas, demographics and campaign seeds.
In Planar Handbook - organisations, encounter ideas, descriptive areas.
Here's one example from the Planar Handbook:
The Blazing Forge
In the deep caverns of Nidvellir, dwarves, gnomes and drow contest ownership of a magic forge capable of creating anything - weapons, armor, food, drink, even living beings - out of iron, copper and brass. Naturally, a forge with such awesome abilities is highly sought after, but because it cannot be removed from its current location without losing all of its magical abilities, the forge has become the focal poing for countless underground battles between those who would make use of its power.
Now, that's the description of a planar touchstone. You could just use it as written - but surely you should be able to expand on that description yourself and turn it into the starting place for a major adventure?
Each of the five organisations described in the planar handbook comes with a couple of items of lore that seem pretty well designed to allow campaigns to be built around them!
Sure, there's a lot of just rules mechanics in recent books - but I think there's much else, as well!