Nightfall said:
If you mean "Will they try to make sorcerers more interesting and not just specialized wizards?" I believe they will. Kevin "Piratecat" Kulp was one of the guys hired to work on that aspect. So you might want to ask him.
Let's just say I have been very disapointed with EVERY publisher on this score. Every time I hear of a new book dealing with d20/D&D arcane magic I get excited, hoping there will be someting in there that is -just for- sorcerers. Something they get Wizards don't. Something to spice them up. So far, everytime I have been disapointed. There was a very brief bit on sorcerer bloodlines starting on page 66 of Spells and Spellcraft... But it just wasn't enough and not in depth enough.
Oh... and I wasn't that keen on Monte's Sorcerer in the end... I didn't like the adjusted spell list. He seemed to be limiting the definition of what you could do with a sorcerer down to the concepts he liked or thought were effective.
Btw no offense to Kalamar...but I found Bluffside just a tad more vital and interesting than Geanavue. But then that's me.
Perhaps, but the poster did mention a preference for stuff in line with core rules, and Bluffside has those custom races. (s)he didn't say how far from core rules was comfortable however.
Bluffside and Geanavue are both great city settings. What I was getting at is that each will appeal to different tastes.
Bluffside is a frontier town, built on ancient ruins and in the middle of a wilderness. It's a young place, building a new path into an unknown.
Geanavue is a craftsman's town, built in long settled region of city states. The city itself is old and full of the politics of old families and complex interlocking histories.
Both are very well done and show very good examples of their style of city state campaign. But they are definately for different tastes. If I was to run a city game, using a prepackaged city, the toss between the two would end up going to a feeling out of the players I had for it... Cause I like both products and see potential in each.
One thing to consider from all the People recommending Scarred Lands. It seems to me that it doesn't match to a couple of the poster's listed interests:
1: Metaplot
2: Custom rules
3: Powerful NPCs
4: Cultural diversity in PC choices
I'm not a Scarred Lands expert, but I gather there are issues on those 4 counts of varying severity. Usually when someone mentions culture, it's because they're disatisifed with the way so many fantasy settings put them together without much thought for why they are the way they are...
The rules issue needs more info from the poster. Are they one of those -core rules only- types? Or do they just draw the thing at radical changes like in Sovereign Stone where they toss out the D&D Magic System for their own? Scarred Lands uses a lot of new rules material, but most of it is fairly derivative of core rules concepts. That is... if the bulk of the product line is consistant with the items I have...