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What is your favorite D&D material/products from a small publisher?
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 8352549" data-attributes="member: 11760"><p>By virtue of the fact that I've been running a campaign set there for 15 years and in another campaign for almost as long, I'd have to say Monte Cook's Ptolus. I knew, when it was announced, that it might be the last setting book I'd ever need, as it scratched pretty much all of my itches.</p><p></p><p>Your mileage may vary, but Renaissance era civilization (including better-than-D&D-standard technology) falling back toward a dark age, a fleshed out and complicated faux medieval Catholic church, a reason for all the D&Disms, campaign material for everything from street-level gang war to tackling the secrets of the cosmos (you could seriously use 3E's Hordes of the Abyss as a supplement for Ptolus), Game of Thrones-level politics and more all work great for me. It's also got the benefit of having been Monte's own setting for multiple campaigns, so it has a much more lived in feel than many settings, which seem to mostly be designed to flesh out an outline, rather than having NPCs that are there because they showed up in a game one time and ended up taking on a life of their own. Now, when I have player characters show up in the Delvers Guild Library and Maproom, it's full of NPCs who are interesting in a way that feels like it evolved in play, because they almost certainly have.</p><p></p><p>Other contenders: Green Ronin's systemless Pirate's Guide to Freeport and Goodman Games' Dungeon Alphabet and Monster Alphabet have also gotten long use at my tables and are as worth as much to me, or more, than anything WotC has put out.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 8352549, member: 11760"] By virtue of the fact that I've been running a campaign set there for 15 years and in another campaign for almost as long, I'd have to say Monte Cook's Ptolus. I knew, when it was announced, that it might be the last setting book I'd ever need, as it scratched pretty much all of my itches. Your mileage may vary, but Renaissance era civilization (including better-than-D&D-standard technology) falling back toward a dark age, a fleshed out and complicated faux medieval Catholic church, a reason for all the D&Disms, campaign material for everything from street-level gang war to tackling the secrets of the cosmos (you could seriously use 3E's Hordes of the Abyss as a supplement for Ptolus), Game of Thrones-level politics and more all work great for me. It's also got the benefit of having been Monte's own setting for multiple campaigns, so it has a much more lived in feel than many settings, which seem to mostly be designed to flesh out an outline, rather than having NPCs that are there because they showed up in a game one time and ended up taking on a life of their own. Now, when I have player characters show up in the Delvers Guild Library and Maproom, it's full of NPCs who are interesting in a way that feels like it evolved in play, because they almost certainly have. Other contenders: Green Ronin's systemless Pirate's Guide to Freeport and Goodman Games' Dungeon Alphabet and Monster Alphabet have also gotten long use at my tables and are as worth as much to me, or more, than anything WotC has put out. [/QUOTE]
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