What are the best "fluff" PDFs or books?

philreed said:
So what makes a good fluff book for you? One with specific information about a game setting or general text that allows you to use the product in almost any campaign?

Both really:

For campaign setting material it needs to be something that provides the nuances and details. Back in 2nd there used to be this things called accessories that were filled with ideas that provided details to a world with talking for page on a pages of vague overviews or histories.

Particularly I liked:

The Poor Wizard's Almanacs and the Gazateers(For mystara)

I liked Thieves of Lankmar, Rogues of Lankhmar, and Cutthroats of Lankhmar (For Lankhmar obviously; which detail personalities and stores, guilds et cetera in the main city) Of course the line was dropped before the last one was written so I don't have a complete set.

Aurora's whole realms catalog (I've used that book in many of my settings)

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I find that for general text I turn to Ronn Arts stuff for bits and ideas. But I don't find a lot of general information for many publisher that isn't loaded with cruchy bits.

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Although thinking this through more and more I'm disliking the word "fluff" I think that a better word would be context. Material needs to be firmly buried within a working contect. I have a lot of books that are filled with new mechanics and ideas but no context.

I find a lot of books out their introduce this feat/spell/prc/magic item because I thought it be fun or its missing. Rarely is the material imbedded within a reason for existing and if it is a lot of people and reviews will say the material is setting specific. Where it would be better to say concept specific in many cases.

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In a lot of cases I find the e-book offerings take the risk and provide context that may be reduced in a print book to make sure its viable to powergaming consumers.
 

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Man-thing said:
I liked Thieves of Lankmar, Rogues of Lankhmar, and Cutthroats of Lankhmar

Were these for 2e? Are they primarily setting/background info?

Anyone know of any rumors of a d20 Lankhmar? I'd buy that.
 

philreed said:
Were these for 2e? Are they primarily setting/background info?

Anyone know of any rumors of a d20 Lankhmar? I'd buy that.

2e:

Thieves of Lankhmar - The role of theives, the thieves guild (in huge detail), Midnight's guild, Targets of the guilds, role of magic, law of lankhmar, major npcs and a few adventures

Rogues of Lankhmar - a book that details 38 locations of note in the Tenderloin Disctrict, and 28 Locations in the Plaza District (Groups, Guilds, NPCs and Plavces of Interest

Cutthroats of Lankhmar - A book detailing gangs, places of entertainment, waterfront locales, Mechants, Fences, and Guilds (Cash, Festival, Mecantile, Park and Riverfronr)

Missing ______ of Lankhmar (Never written) - covers the Marsh District, Temple, Noble, and Citadel.

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I've heard nothing about Lankhmar d20. I was wondering if I could use Grim Tales as a base and then convert material. (Haven't seen Grim Tales yet)
 

Man-thing said:
I've heard nothing about Lankhmar d20. I was wondering if I could use Grim Tales as a base and then convert material. (Haven't seen Grim Tales yet)

My copy of Grim Tales should arrive this week. It's possible Green Ronin's Black Company may also prove useful for a Lankhmar game.
 

philreed said:
My copy of Grim Tales should arrive this week. It's possible Green Ronin's Black Company may also prove useful for a Lankhmar game.

Mongoose's Conan is actually pretty good for this sort of thing. Handles the genre quite well, especially in terms of magic.
 

Fury of Shadow gotta be that book, it ahs soo many good ideas and plot hooks that one can handle a whole campaign in midnight while staying in a small area.

After that I will take Book of the Righteous, since it rules.
 

philreed said:
So what makes a good fluff book for you? One with specific information about a game setting or general text that allows you to use the product in almost any campaign?

One that either:
1) Fills in blanks that I don't have the time or inspiration to fill in myself (e.g., religious organizations in Book of the Righteous), or
2) Gives me ideas that I hadn't previously considered needing for my game but demands that I use it (e.g., the mirror plane or plane of shadows in MotP).
 

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