Spending gift money: What are some good D&D buys? (Publishers, pimp here!)

Checked up on most of this... Stuff that really caught my eye:

Monster's Handbook... Almost certainly going to pick this up, but a few questions regardless: Does it give instructions for building monsters from scratch (rather than modifying existing ones)? Anything aside from monster-building rules (tactics for running monsters, habitat issues, et cetera)? I checked out the pdf link, and a lot of that struck me as pure genius (when I saw "prestige classes" I automatically cringed, but taking the time to look through them they seem insanely useful and productive). I'm planning on hand-building the majority of monsters for my next campaign, (to negate my players' Knowledge (Monster Manual) ranks) so I can't see this being anything less than invaluable.

Scarred Lands: What is/are the primary sourcebook/s for this? Nothing pops out as a clear, get-this-and-you-understand-the-setting guide... It sounds like a good setting, but is it easily customizable (I don't want to get tied down having to buy other books to run it properly...) Also, in whatever the primary sourcebook is, how "DM-sensitive" is the information? One of my roommates (we switch DM roles a lot) was talking about the kind of campaign world he wanted to run, and Scarred Lands seemed to ring a bell, so I'd want the book to be open for perusing... Would this compromise any important surprises?

Dungeon Magazine: It's a great deal, but I'm a little wary about WotC material, especially the magazines... The first few splatbooks really left a bad taste in my mouth, and the Dragons I read at the time seemed to have the same flavor, so I never bothered subscribing. Dungeon would be far more useful to me (I get the occasional bout of writers' block designing adventures, so it's nice to be able to plug something in at time to time), assuming the stuff that's published in it generally varies in terms of appropriate level, doesn't make too many assumptions about campaign setting, and doesn't rely on too much non-core material. I don't want to run adventures versus Githyanki Wiz8/Alienist4/Duelist4's, basically :)

Freeport: Lots of good reviews for it, and the three intro adventure modules are nice... How well does it drop into other settings (let's use the Scarred Lands as an example: I'm at least going to run something similar to that)? Do you need the guide to the city to effectively run the trilogy? Are the gaps in the trilogy enough to fit in side-adventures (and scaleable, at that?)

Bluffside: More or less the same questions as Freeport... Heard good things about it, not too sure how well it will fit.

Thanks for the suggestions, and if you have any more, throw them out (I figure I'm not the only one who's got some D&D cash to burn at the moment :) ). BTW, mearls and others with a "vested interest," push your products as hard as you like. I don't expect anyone's opinion to be unbiased, and it's always nice to hear what a designer has to say about their own product (as opposed to a copy editor, or even a reviewer)...
 

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maddman75 said:
I'll give some props to ENWorld's Wulf Ratbane and his Bad Axe Games. The books are $10, 64 pages. Very very crunchy. Get them at http://www.badaxegames.com

Hmmm... Now I suppose I better make sure it is in the mail for you tomorrow.

The burden of self-pimping thus resolved, allow me to second the vote for ANY of the Fantasy Flight Legends and Lairs books (they are all great) and any and all of the Fiery Dragon counter collections. Those two product lines are at the top of my favorites list.


Wulf
 

SL books

Guilt Puppy said:

Scarred Lands: What is/are the primary sourcebook/s for this? Nothing pops out as a clear, get-this-and-you-understand-the-setting guide... It sounds like a good setting, but is it easily customizable (I don't want to get tied down having to buy other books to run it properly...) Also, in whatever the primary sourcebook is, how "DM-sensitive" is the information? One of my roommates (we switch DM roles a lot) was talking about the kind of campaign world he wanted to run, and Scarred Lands seemed to ring a bell, so I'd want the book to be open for perusing... Would this compromise any important surprises?

its a whole differnt setting so there are several.
Ghelspad - this is the first of 3 continants to be roughly detailed.
Relics and Rutuals I,II - these have PrC, spells, magic items and are really nessicary IMO to get a good feel for the setting
Creature Collection I,II - III is comming out soon. these are the monster books for the SL - you can run the game without them but they add a lot of flavor.
there are also some location books like Mithrael and Hollowfaust. they are good reading but you don't need them unless you are going to run there.

as for what is DM sensitive: basically the monster books, like any other game when you know the monsters you loose that sence of wonder. the setting is easy to customize so I would recomend you and your roommate running in different locations so you don't know everything about the one you are playing in. I have run my Bi-weekly SL game for about 6 sessions so far ad all my players love it (none had played in the setting before) to really get into it will cost you between $125-150 dollars, you can get in it for less but once you do you will want at least the books I have mentioned, there are meny others (not all the material has been printed yet)

if you looks at the varius SL threads you should find some helpfull info as to where to set your game. I think you will enjoy this setting as much as the rest of us. Good luck with your game. if you have any SL questions feel free to post them. Some of these other guys have run/played the setting a lot longer then I have.
 

Well thanks to all who mentioned Mystic Eye Games and Bluffside, for more info on these click the links in my sig. Beyond all the cool stuff we have other stuff that I enjoy.
Also Raw Recruits for Dragonstar is doing great and getting great reviews!

Green Ronin:
Freeport
Mutants and Masterminds
BoTR

Bastion:
Arms and Armor
Oathbound setting

Dungeon and Dragon Magazine

Mongoose:
Judge Dredd (it is cool)

FFG
Dragonstar
Path books
heck almost anything they make

Coming soon no company specifically:
More city book like Streets of Silver
Monte's Arcana Unearthed
MechWar 2089 by Mongoose


We have coming soon:
Foul Locales: Beyond the Walls-Early January
Necromancer's Legacy-Early January
Vigilance: Absolute Power (d20 supers)-Feb
Dry Lands-desert info-Feb
Heart of the Machine-official Dragonstar adventure-late Jan/Early Feb
Tournaments, Fairs and Taverns print edition Feb/March

and more, more, more.....
:D
 
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Guilt Puppy said:
Checked up on most of this... Stuff that really caught my eye:

Monster's Handbook... Almost certainly going to pick this up, but a few questions regardless: Does it give instructions for building monsters from scratch (rather than modifying existing ones)? Anything aside from monster-building rules (tactics for running monsters, habitat issues, et cetera)? I checked out the pdf link, and a lot of that struck me as pure genius (when I saw "prestige classes" I automatically cringed, but taking the time to look through them they seem insanely useful and productive). I'm planning on hand-building the majority of monsters for my next campaign, (to negate my players' Knowledge (Monster Manual) ranks) so I can't see this being anything less than invaluable.


Cool! Glad you liked it. To answer your questions:

* The book doesn't have rules for building monsters from scratch. I tried to design them, but in the end they just weren't robust enough to warrant publication. Creating CRs from scratch is tricky. However, you can get around this problem by using normal animals or creatures that are a bit like the monster you have in mind and adding new abilities to them. I might post the creation rules I designed on my website this weekend. If I do, I'll let you know.

* The book includes a short chapter on tactics and each chapter covering a specific monster type has tips and ideas for using feats, character classes, and tactics. Habitat stuff is a bit beyond the scope of the book, but it'll be covered in the upcoming FFG book Dungeoncraft.

Dungeon: The vast majority of Dungeon adventures are generic. There's the occasional FR adventure, but that's it. IIRC, whenever an adventure uses non-core material the issue contains a rules summary to cover what you need to know. FWIW, Dragon has changed its format a bit in the past few months. If you disliked the theme issues, you might want to flip through the latest issue and see if anything catches your eye.

Freeport: The setting is generic enough to fit into most standard fantasy settings. You don't need the soourcebook to run the trilogy.

Hmmm... if I had to pick one more book to push, I'd suggest Magic from AEG's one-word line of d20 books. It has a bunch of new magic traditions, core classes, rules for magic items that gain in power over time, and two new magic systems: a point based one and a freeform effects system. I'm not sure if it's exactly what you're looking for, but if you want some strange new spellcaster-types to throw at the party it's a good buy.

For adventures, there's Fear the Worst, a little story about a small town, jealousy, greed, treachery, and cannibalistic flesheating mutants. It's a 7 MB download available at:

http://www.hogshead.demon.co.uk/WFRP_Fear_the_Worst.zip

I hope to have a d20 conversion on my site this weekend.

I also did the Mines of Moria boxed set for the Lord of the Rings RPG. I have n idea when it's coming out but it's generic enough that you could easily port it over the d20. The vast majority of the set is background and construction rules for running adventures set in Moria.

The funny thing about working in the industry is that the projects that are current for me right now are due to hit the shelves in 6 to 8 months. I'm continually living in the future.
 

Guilt Puppy said:


Bluffside: More or less the same questions as Freeport... Heard good things about it, not too sure how well it will fit.


Bluffside is generic and has the ability to be ised as a whole or split into "mini-cities", it is also plug-n-role play. With a lot of personalities and plot hooks with ideas as well as a free adventure at the TG site and at RPGNow for it (about 25+ pages long).

I need to get Mearls a copy if he does not have one of Bluffside.

And from my post above there a few authors who are real consistent: Mike Mearls, Sam Witt, Wil Upchurch to name a few-so no matter what company usually a book with them as authors is a "good buy" in my mind.
 
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Guilt Puppy said:
- Good, adaptable modules of any non-epic level. If anyone knows of a really good series that takes characters from 1 to 20, I'd be open to that. (Although I'm mainly interested in cheaper modules -- as "one-use" items, they're not usually a strong investment.)

Someone was publishing a whole series that will do that. In the meantime, I find the Banewarrens to be a good mega-adventure, as are Hall of the Rainbow mage, and the Tomb of Abysthor if you are looking for a more classical feel.


- Some nice DM support-books... Stronghold Builders' Guide, Enemies and Allies, that sort of thing.

Hmmm... Book of Eldritch Might III is a magic sourcebook and a location sourcebook. Very nice.

I'll add my voice to the chorus for Requiem for a God and the Monsters Handbook. See my reviews of which:

http://enworld.cyberstreet.com/reviews/index.php?sub=yes&where=active&reviewer=Psion&product=FFGMH

http://enworld.cyberstreet.com/reviews/index.php?sub=yes&where=active&reviewer=Psion&product=RFAG

Campaign settings are A-OK too.

I like the Scarred Lands... if you don't have R&R and CCII, they are great books for any campaign, but if you want to get into the SL itself, the Ghelspad book and Divine & Defeated are pretty central books.

Other than that, you might check out Oathbound, which is a bit bizarre for a setting, but really cool.
 
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Incentive to buy Kalamar stuff

Guilt Puppy,

I'll tell you what, if you spend your dough buying Kalamar stuff, email me the receipt and I'll buy from inventory and match your Kalamar purchase dollar-for-dollar with adventures of your choosing (if in stock). You pay shipping, I pay for the product.

I recommend the Campaign Setting (if you want a world to play in), Palyer's Guide (if you want new player rules, classes, feats, etc., go with this), Geanavue (if you want a complete city and undercity) and Atlas (if you like maps, this is it, the best maps ever made, IMO).

I'll warn you, though: once you get into the inner workings and things in Kalamar begin to "click" for you, there's no turning back.

Email service@kenzerco.com and attach the above and your note will get to me.

Dave Kenzer
 
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Kenzer matching

Holy cr*p!!!! Where was that deal when I bought all the Kalamar product! :D What if I buy it all again?!?! :D


Scarred Lands is pretty popular here on ENworld which is why I don't come too often. I found Kalamar after trying out a few settings that just didn't fit my style (including FR, Greyhawk, numerous homebrews and Scarred Lands). I have been pleased with the decision ever since. A detailed world that allows me as the DM to manipulate it to my whim without having to overhaul the entire thing to make it work.

...oh, and the committment and interaction th staff have given to the product is unbelieveable and inspiring.


--Joe
 


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