10 Most Important d20/OGL Books
I used my own bookshelves as the guide, so I just may never have experienced some of the other recommendations:
In roughly chronological order:
1. Creature Collection - what's this? Hm, no Monster Manual yet, so...
2. Relics and Rituals - simply awesome, and showed what "could be"
3. Spycraft - d20 + Modern and done cool, not a bad combo
4. Mutants and Masterminds - pushed the boundaries on the OGL
5. Book of the Righteous - just wow. thanks for showing us fluff done right...
6. Monsternomicon - I remember watching the WoTC staff marvelling at this book during Origins. Push out the boundaries on monster design.
7. A Magical Medevil Society: Western Europe - no stats, no problem
8. Arcana Unearthed: loved the content, pushing races, classes, and spells
9. World's Largest Dungeon: this game threw down the gauntlet to players everywhere - 1e style
10. Iron Heroes - 4e before we knew it, totally pushed the boundaries on classes, feats, and the environment as a challenge
Thank you, OGL!
Were it my "next" 3e campaign, what would be the 10 essential books from my collection I'd be likely to use?
1. SRD
2. Ptolus
3. Arcana Evolved
4. A Magical Medeival Society: Western Europe
5. Gary Gygax's World Builder
6. Complete Book of Eldritch Might
7. Tome of Horrors
8. Seven Strongholds
9. Seven Cities
10. World's Largest Dungeon
Greatest bang for the buck here, and would combine together to make for a sweet campaign with plenty of resouces to draw upon to inspire players, inspire the gamemaster, and pull from existing materials for challenges and encounters.
I used my own bookshelves as the guide, so I just may never have experienced some of the other recommendations:
In roughly chronological order:
1. Creature Collection - what's this? Hm, no Monster Manual yet, so...
2. Relics and Rituals - simply awesome, and showed what "could be"
3. Spycraft - d20 + Modern and done cool, not a bad combo
4. Mutants and Masterminds - pushed the boundaries on the OGL
5. Book of the Righteous - just wow. thanks for showing us fluff done right...
6. Monsternomicon - I remember watching the WoTC staff marvelling at this book during Origins. Push out the boundaries on monster design.
7. A Magical Medevil Society: Western Europe - no stats, no problem
8. Arcana Unearthed: loved the content, pushing races, classes, and spells
9. World's Largest Dungeon: this game threw down the gauntlet to players everywhere - 1e style
10. Iron Heroes - 4e before we knew it, totally pushed the boundaries on classes, feats, and the environment as a challenge
Thank you, OGL!
Were it my "next" 3e campaign, what would be the 10 essential books from my collection I'd be likely to use?
1. SRD
2. Ptolus
3. Arcana Evolved
4. A Magical Medeival Society: Western Europe
5. Gary Gygax's World Builder
6. Complete Book of Eldritch Might
7. Tome of Horrors
8. Seven Strongholds
9. Seven Cities
10. World's Largest Dungeon
Greatest bang for the buck here, and would combine together to make for a sweet campaign with plenty of resouces to draw upon to inspire players, inspire the gamemaster, and pull from existing materials for challenges and encounters.