Whether it's specific to a setting or general stuff isn't the criteria for me. I'm looking for creative, interesting, and inspiring -- preferably well written.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?
scourger said:Incidentally, your MotoCaust game was a nice balance between fluff & crunch, Phil. It has some rough spots in the rules mechanics (especially for pedestrians), but it is a nice little game. The artwork is very inspiring. The rules concept is pretty elegant.
But, what's happening with it now? It's been several months with no updates to the web site. There are no new products--no adventures at all. Perhaps this development model works for a one-shot game; but it doesn't seem to be sustainable. There isn't much else for me to do with it besides a buy & try. I certainly don't want to see it overdeveloped with new rules books (like Deadlands), but a series of small, inexpensive, linked pdf adventures might go a long way.
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?
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?
PJ-Mason said:The 101 compilation PDF (sp?) - this is the 101 treasures, 101 spellbooks, and 101 spell components. Way better than i expected them to be. mostly because i figured that after 20 years of gaming i didn't need such stuff. Oops. The 101 Treasures i like the best. Almost everyone of them either gave me an adventure hook or a vivid image flash of a scene in which the treasure could be involved. What more can you ask for? For a dollar no less!!! Truth be told, it was worth more than a buck to me. shhhhh.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.