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What are the 10 most important d20/OGL books?
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<blockquote data-quote="Maggan" data-source="post: 3024860" data-attributes="member: 6616"><p>Hi!</p><p></p><p>I'm wondering what you all think are the 10 most important non-WotC d20/OGL print books published? I'm filling some gaps in my shelf, and I'm looking to finding out which books should belong among my other d20 books, or if I have all the best books already.</p><p></p><p>My own list, with short comments (as I see them, there's bound to be mistakes though). Also this list is based of books I own.</p><p></p><p>1. Creature Collection (SSS) - for being the first monster manual for 3e, and for being released by an affiliate of White Wolf</p><p>2. Traps & Treachery (FFG) - for showing how to fill a niche and also how to indicate compatibility with D&D using cover design</p><p>3. Death in Freeport (GRR) - early adventure with the introduction of Freeport, a city open to all</p><p>4. Crucible of Freya (Necro) - also an early adventure which was the first stepping stone for Necromancer Games' "3rd edition rules, 1st edition feel".</p><p>5. Tome of Horrors (Necro) - showed that it was (for a while at least) possible to work with WotC and use some of their original IP with a seperate agreement in addition to d20STL.</p><p>6. Rappan Athuk The Lower Levels (Necro) - Dungeon Crawling with no excuses</p><p>7. Conan (Mongoose) - Well, it's CONAN! And it proved that there was such a thing as too many errors contained in even a d20 book. </p><p>8. Deadlands d20 (Pinnacle) - for showing us that there was no such thing as a simple money grab when it came to translating other games to d20.</p><p>9. Midnight (FFG) - for the major setting twist and outstanding production qualities.</p><p>10. The Foundation (Nightshift) - </p><p></p><p>Runners up were Fortress of the Ogre Cheiftain (FFG) for setting an example and showing us just how bad things rules implementations could be, The Horror Below (Nighshift again, I believe) for much the same reasons, Banewarrens (Malhavoc) for being one of the first d20 superadventures, The Witchfire trilogy (Privateer) for pushing story and presentation over rules, Dragonlords of Melniboné (Chaosium) for showing us you really, really need to understand the rules if your going to publish for them, Nyambe (Atlas) for being original, and ... well, I'll stop there.</p><p></p><p>Honorable mention goes to Wizard's Amulet, from Necromancer. A PDF download that was way ahead of most of the field.</p><p></p><p>I've excluded Paizo and Kenzer, since their stuff is official D&D. Otherwise I would put Kingdoms of Kalamar CS and Shackled City up there.</p><p></p><p>Please note that this is a very personal list, I don't claim to be a judge on what YOU think is important. That's for you to tell me! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>EDIT: Oh, and if I owned Ptolus and/or World's Largest Dungeon, I would add them too.</p><p></p><p>/M</p></blockquote><p></p>
[QUOTE="Maggan, post: 3024860, member: 6616"] Hi! I'm wondering what you all think are the 10 most important non-WotC d20/OGL print books published? I'm filling some gaps in my shelf, and I'm looking to finding out which books should belong among my other d20 books, or if I have all the best books already. My own list, with short comments (as I see them, there's bound to be mistakes though). Also this list is based of books I own. 1. Creature Collection (SSS) - for being the first monster manual for 3e, and for being released by an affiliate of White Wolf 2. Traps & Treachery (FFG) - for showing how to fill a niche and also how to indicate compatibility with D&D using cover design 3. Death in Freeport (GRR) - early adventure with the introduction of Freeport, a city open to all 4. Crucible of Freya (Necro) - also an early adventure which was the first stepping stone for Necromancer Games' "3rd edition rules, 1st edition feel". 5. Tome of Horrors (Necro) - showed that it was (for a while at least) possible to work with WotC and use some of their original IP with a seperate agreement in addition to d20STL. 6. Rappan Athuk The Lower Levels (Necro) - Dungeon Crawling with no excuses 7. Conan (Mongoose) - Well, it's CONAN! And it proved that there was such a thing as too many errors contained in even a d20 book. 8. Deadlands d20 (Pinnacle) - for showing us that there was no such thing as a simple money grab when it came to translating other games to d20. 9. Midnight (FFG) - for the major setting twist and outstanding production qualities. 10. The Foundation (Nightshift) - Runners up were Fortress of the Ogre Cheiftain (FFG) for setting an example and showing us just how bad things rules implementations could be, The Horror Below (Nighshift again, I believe) for much the same reasons, Banewarrens (Malhavoc) for being one of the first d20 superadventures, The Witchfire trilogy (Privateer) for pushing story and presentation over rules, Dragonlords of Melniboné (Chaosium) for showing us you really, really need to understand the rules if your going to publish for them, Nyambe (Atlas) for being original, and ... well, I'll stop there. Honorable mention goes to Wizard's Amulet, from Necromancer. A PDF download that was way ahead of most of the field. I've excluded Paizo and Kenzer, since their stuff is official D&D. Otherwise I would put Kingdoms of Kalamar CS and Shackled City up there. Please note that this is a very personal list, I don't claim to be a judge on what YOU think is important. That's for you to tell me! :) EDIT: Oh, and if I owned Ptolus and/or World's Largest Dungeon, I would add them too. /M [/QUOTE]
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