Products You'd Like WoTC to do


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Here's one I'd like to see...

Warriors of Faerun: Just as Magic of Faerun was designed to help the magic-using classes in Forgotten Realms, Warriors of Faerun is designed to explore and expand the martial classes. The first part of the book explores various military and mercenary organizations found throughout the realms, followed by combat feats (including Complete Warrior style Tactical and Weapon Style feats), new types of weapons and armor, prestige classes (such as Uthgardt Raider, Drow Weaponmaster, and Flaming Fist Mercenary), magic items, and new creatures. Other sections would focus on warfare in the Realms, gladitorial and sporting combat in the Realms, et cetera.
 


Adventure Specification Language

Another one, this time letting my geeky software engineer side through:

It strikes me that most location-based adventures, and many event-based adventures as well, can be described as a flowchart of interlocking rooms. (Actually, this is obvious - just look at the map.) What would be useful is a PC-based tool that allows the DM to quickly whip up the flowchart, without necessarily generating the map itself. The tool would the allow the user to click a button to generate the shell of an adventure, showing boxed text, spaces for monsters, traps, treasure, development, and so on.

(The idea is similar to some of the specification languages used in software engineering, and the automatic code generation facilities of the associated tools.)

However, the real power of such a tool comes when it allows the user to associate a state machine with some of the boxes, allowing the generation of dynamic dungeon environments. The user is then allowed to generate events that, when they occur, change the state of some of the rooms in the dungeon. (For instance, you have an "Alarm is Raised" event that, when triggered, causes the guards in rooms 4, 6 and 8 to move to room 3.)

This can then be used in one of two ways. The DM can either prepare the adventure as before, and print the whole (with very large "Development" sections in the adventure descriptions), or he can run the tool on his laptop while running the adventure. By keeping track of events on the laptop, he can always have an up-to-date status for each room in the dungeon at hand over the course of the evening. (And, at the end of the night, he can store the adventure status in the same tool, and have a clear record for the next session.)

(I haven't looked at Dunjinni. It may well do something like this already. However, I would be surprised if it didn't start from the map and work outwards, where it may well be better to start with an abstract of the adventure, and generate both the map and the descriptions from that. If nothing else, it's easier to squeenze an extra room into a flowchart than a carefully-crafted map of the dungeon.)
 

I'm going to second The Jester... I've been wanting a decent system for running realms for the last five years. If WotC released such a system, well, I'd run out and buy it ASAP. If Malhavoc or Green Ronin did, ditto. To date, I've looked at all the systems that have been released, and none of them seem to jive well with the demographics, economy, or class-distribution assumptions of the DMG, or fit well into established settings. Come on, there have been systems for this sort of thing since oD&D, what's the holdup? Can't even Monte do a decent job on it? (the one bad book that I've seen out of Mike Mearls was his attempt- Empires didn't work at all)

Other than that, I can't think of anything that hasn't already been covered- or done to death. Though relaunching Planescape would be cool.
 

Planescape. Full Support. Autonomy. Phillip K. Dick, H.P Lovecraft, and Cecil B. DeMille blended with Monte Cook, Zeb Cook, Ray Vallese, and Mike Mearls ala G.I*Joe's Serpentor to create a super RPG-designer dedicated to the task.

Or just one Planescape Hardback campaign setting. Even just a 3.5 conversion and hardback reprinting of the Planewalker's Handbook would suffice.

Dark Sun. Like another poster said above, if WotC can give one hardcover to Ghostwalk, they can give one hardcover to Dark Sun.

Africa/Arabia/India/Far East/New World/Scandanavia/Polynesia, either all in one enormous, generic, "settings" book, or as a whole new series to obviate the need for return of
Expanded Oriental Adventures 3.5
Al-Qadim (which, oddly enough, I think would sell better now that the Middle East has returned to the forefront of the world's attention.)
Maztica

*or*

One, big legends/historical campaign settings book to do the job that the "green books" did: Norse legend, classical (Greek/Roman) adventuring, robin hood, arthurian legend, celtic lore, the Vedas, native american lore, Gilgamesh, Polynesian legend

Art-heavy, prestige format:
Giants
Fey

An Underdark environment-series book which is not Forgotten Realms

A Forest/Jungle environment-series book

Dark*Matter d20 I would not only buy, but this would actually get me to buy d20 modern, which I have yet to do.

A realms management system would be great. I seem to remember one I found on line that was passable, but now I don't know where. I wouldn't have that problem if it were hardback.

Grayhawk Hardback might get Greyhawk out of the next printing Player's Handbook. I'll take my core rule generic, thank you.

Monster Manual IV (not joking) I love beastiaries, and only WotC can seem to afford to publish them in color.

You all will hate this idea, but bear with: Pokemon d20, a Beastiary. I don't want to collect Pokemon and battle Ash and Gary and Professor whatsits (though that might make a fine transition game) I just want a list of the Pokemon with d20 stats.
 
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JoeGKushner said:
2. Arabian Adventurers (One shot sourcebook on size of Forgotten Realms campaign setting)

3. Greyhawk Campaign Setting (lots of GH specific stuff ranging from Initiate Feats and campaign specfiic PrCs have come out for a while now and it'd be nice to have them all in one spot, along with things like Regional Feats and 3rd ed stats for some of the more popular NPCs)

2. With material for Persian, Central Asian and similarly close cultures. Or Al-Qadim 3.5. At less than $40.

3. Yeah, having something to define Greyhawk better would be nice.

2) I second a hardback source book that provides a detailed guide for DM's on how to craft a low-magic fantasy setting and one with a grittier flavour, and if i may repeat Wings& Sword, not a setting where magic flows every time you turn the faucet, every street corner busker has a few levels in wizard, and clerics perform miracles every day and several times on sunday and magic items are on sale at the local neighbourhood dairy store...

I agree. Enough people come up with this idea that they could release a book that is good enough and covers enough material to make it worth the buy for every low-magic fan in D&D.
And then they could all stop complaining about the D&D books not suporting their twisted, horrible visions of D&D.
 

Count me as one more vote for a prestige format (Draconomicon-style) book for fey. It would be a sure buy for me.

Put in a bunch o' new fey, a bunch o' cool fey locations, and advice for running a fey-themed adventure or campaign.

Oh, yeah. :cool:
 

JoeGKushner said:
4. Heroes of Tomorrow: A book focusing on using technology in D&D while keeping it D&D similiar to say, Blackmoor or Expedition to the Barrier Peaks. Standard D&D characters with some high tech goods that aren't permanent and probably won't effect the overall campaign theme, but with ideas on how to handle it if the GM wants to go that way.

I'm working on something like this for EN Publishing right now. Maybe it'll be what you're looking for when it comes out.

As for myself, I'd like a 'Nomicon focused on fey, and an environment-series book for the planes. I have and like Mearls' Portals and Planes book, but I think the same basic system of delineating planar hazards could be expanded upon and improved in interesting ways.
 

delericho said:
6) Adventure modules written by Bruce Cordell.
QUOTE]

No kidding. Bruce is great. But TSR/WOTC has had great modules by other writers too.

My #1 request: More Greyhawk or generic modules, with concentration on an interesting story that makes sense, rather than gee-whiz new monsters and crunch. What am I talking about? Think about Sinister Secret of Salt Marsh -- all story, no new rules, but it's a heck of a story and a grand little adventure.

Even some new mega-Greyhawk modules would be neat. I'm thinking maybe along the lines of "Against the Scarlet Brotherhood", with modules taking place in the Olman Island (Latin America), Hepmonaland (Africa), the Isle of the Ape (King Kong Island), the lands of the Northern Barbarians, Stonefist (whacky unique country), and the SB's monk-filled homeland.

Or "Into the Sea of Dust", about exploring the other side of the mountains from the Vault of the Drow and the Shackled City . . .

Or "The Land of Black Ice", which could get into whacky technological Greyhawk, some of WOTC's version of Blackmoor, and fun with the Rovers of the Barrens.

"Had I but world enough and time . . . "
-- Andrew Marvell, 18th century poet
 

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