Seven Essential Books (change your answers)


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Well, the Core 3, The Mandatory Choice ;)

Then:

1. Iron Heroes
2. d20 Modern
3. Star Wars, Revised Core Rules
4. Unearthed Arcana (3rd Edition version)
 


Hmm... Tough decision...

1. Arcana Evolved
2. Lords of Madness
3. Wilderlands of High Fantasy (Hurry up, FLGS!)
4. Ebberon Campaign Sourcebook

Which is, in fact, the core of my current, and perhaps last, campaign. I've been using the Judge's Guild material for a long time now. Mostly its just been for the maps. I'm looking forward to the NG product, and have been for some time now.

Looking at non-d20

1. Aeon
2. Aberrant
3. Adventure
4. Ars Magica

And that covers just about any type of game that I'm looking for.
 

Living Greyhawk Gazetteer - for the campaign world
Unearthed Arcana - for player options and other interesting variants
Advanced Bestiary - to keep the beasties fresh
DMG II - because you never stop learning how to be a good DM
 


Crothian said:
why do I have to have the core three?

Because you're on a tropical island, with warm breezes, ripe coconuts, and plentiful food and water. You have been shipwrecked with five cases of rum and your only companions are the Sweedish Bikini Team. However ... there is no internet and you can't get the SRD online.
 


I guess I am odd in that I have incorporated a lot of third party material into my homebrew. Everything from the 3 core books plus select material from:

Arcana Evolved
Complete Book of Eldritch Might
Midnight 2e CS
Dragonlance CS
 

BiggusGeekus said:
your only companions are the Sweedish Bikini Team.

Wow. You are a geek. :p

If I was stranded with the Swedish Bikini Team, d20 wouldn't be the game on my mind. Maybe poker, sans chips, but not d20.
 

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