Guilt Puppy said:
Checked up on most of this... Stuff that really caught my eye:
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?)
Freeport was designed to be dropped into just about any fantasy campaign setting. Gods are referred to genericly (God of War, God of Knowledge, etc.), Freeport is part of a small chain of islands that is easy to plop down, and the assumed mainland is referred to as the Continent and left vague.
You do not need the hardback to run the Freeport Trilogy. The adventures were published first, so they had to stand alone. The hardback assumes the events of the adventures have come to pass, in fact. And yes, you can easily intersperse some other adventures between chapters of the trilogy.
Other GR books you might consider:
Book of the Righteous: This massive tome provides you with a complete cosmology and pantheon, with lavish detail paid to the churches. If you want a fantasy religion with depth and lots of player options, BotR is for you.
Plot & Poison: This is our big drow sourcebook, due out the first week of January. Oh, this book is evil and I love it. Packed with stuff too (we had to use 8 pt. type to fit it all in).
Witch's Handbook: The latest of our Master Class series, this book gives you a new Witch core class and all the support material you need to add the Craft to your game.
Mutants & Masterminds: This is our OGL superhero game. If you like supers at all, check it out. Full color, gorgeous art, extremely playable, and the core system is familiar to anyone who has played 3E.
If you play d20 Modern, you want Ultramodern Firearms. And that's all this mack daddy has to say!