What supplement would you really like to see Wizards produce?

Altalazar said:
That's a cool idea - a book on building a party that works well together as part of building a campaign. Well, that seems more like a chapter on a larger book on building a cohesive campaign (rather than just one-room challenges).
Yeah, we could really use a Guide to DMing, rather than a DM Guide. No or very little rules, lots of *advice* on how to play the game, how to hold player's interest, what type of behavior to encourage depending on what sort of game you want to play. Etcetera...
 

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Conaill said:
Yeah, we could really use a Guide to DMing, rather than a DM Guide. No or very little rules, lots of *advice* on how to play the game, how to hold player's interest, what type of behavior to encourage depending on what sort of game you want to play. Etcetera...

this is what i've been advocating for years.

when i brought this up at Gen Con and on the WotC Boards...(T)Ed Stark said he liked the idea, but didn't know if it would sell.

i think it would. but i'm not a business guru.
 

Hjorimir said:
I'd love to see a series of books that tackle groups of the planes in greater detail such as the Inner, Lower, Higher, Transitive or something along those lines. Granted, I was a big Planescape fan back in the day.

We already have books about celestials (BoED) and fiends (BoVD). I would also love to see a book dedicated to the various kinds of genies, which are a great set of monsters that are often overlooked in favor of more traditional Eurocentric-feeling outsiders.

I would add in a book that details undead in much the same light that the Draconomicon did for dragons, but there are already rumors that is in the works. Actually, as I write this, I'd prefer such a format for the genie book.

Lastly, I would love a Draconomicon-esque book on Fey or the Faerie and the realms they inhabit.


Agreed on all points, but before all of that I would love to see a book with more detail on Law and Chaos, since we have books on Good and Evil. In particular, I have always loved the Slaad, which are one of the greatest and most unique outsider ideas ever created for D&D, way back when in the original Fiend Folio, I believe by the same guy who cam up with the two Gith races (a book on them wouldn't be out of place either).

The planes of Law and Chaos, particularly the exemplary ones of Mechanus and Limbo, have always been really interesting to me because they provide such a unique idea of outer planes outside Heaven and Hell, which have precedent in real world literature. There have been lots of books on fiends and now there are a slew on celestials, and lots of discussions on good and evil, but the gaming world barely touches on Law and Chaos in a lot of ways. We're still not far away from when Law meant Good and Chaos meant Evil, back in the first supplement I ever picked up (Rules Cyclopedia). People have complained that there are so many books on Fiends, or that nothing new is coming out, and quite frankly I'm surprised no one has picked up on the Law/Chaos idea. I know Monte Cook did Chaositech, which I have not yet read, but it looked to me like it presented Chaos in a Cthulu-esque way, where Chaos is Evil or at least corruptive, which is pretty standard for the industry, not that Monte doesn't come up with great ideas to make old stuff a lot more interesting again. And while I know that WotC didn't make the Slaadi OGC, that's doesn't to prevent other people from working with the ideas of Law and Chaos.

If I were ever to design a book it would definitely flesh out the Slaadi and they're Lawful counterparts (if WotC could pick one; frankly Formians don't catch my attention half as well as the Modrons did), and examine Law and Chaos just as deeply as BoVD and BoED did Evil and Good. If anybody from WotC is reading this. I'll drop everything and come work on it for free ;)
 

A good book on Dungeon Design

A book with rules for running dominions. Perhaps that could be part of a larger book on Running epic campaigns, with rules for dominions, mass combat (expanded beyond the limits in the Minis Handbook), obtaining immortaility, etc.


[beating a dead horse]
Adventures
Mega-Adventures
A Greyhawk Supplement
[/dead horse]
 

Altalazar said:
With all the discussion of Wizards and what they produce (or don't produce) enough of (or too much of) what is something that could make a decent supplement that has not been done but that you think there is a strong need for?

What would people really be dying to see?
Whoa, there. Your thread title and your quote above are showing a somewhat huge disconnect. So, which is it?

I have no idea what "people are dying to see" - I'm no RPG market research company (are neither is anyone else). I can only say what *I* would like to see.

From WotC, I'm interested in seeing:
- FR geographical supplements for regions that have not been detailed before (such as Lantan, Nimbral, Lapaliiya... much of the South, really).
- adventures (yes, I know they won't make these, but regardless, that's what I want to see - I buy as many adventures as I can).
- a fully detailed trading and economic system and rules, so PCs can do everything from running a caravan, to owning an inn and/or tavern. (I don't care if WotC does this, or a 3rd party.)
- books like Draconomicon for other monster types, including the one for undead coming in October as well as Fey. Maybe Giants as well.

And, uh... that's all I'm really interested in nowadays.
 

The Big Book of Group Goals, Gaming Styles and Character Development

... wherein we discuss such vital topics as: ROLEplaying an adventure character first; strategically organizing a 'team' (one mage, one healer, one tank, etc.) for playing a military strikeforce as though you're AI pixel-packages in a computer game; the social psychology of 'alignment' interactions; the nature of sacrifice and selfishness; an individual's oft-messy journey through life and career choices (Chapter: "I've Got Stupid Feats, or, YOU Didn't Enter the World As a 12th Level Character"); and what certain aspects of one's PC and game-group interactions reveal about our own true character.
 

WotC, or anyone else really

One Thousand Cool Cultures That Do Not Require New Races Or Rules

I hate how every time someone at WotC has a good cultural idea, they need to wrap it in a monster entry. :mad:

-- N
 

diaglo said:
well since they are following the 2ed trend. they will be releasing one.

FOR1 Draconomicon aka Draconmonicon
FOR2 DRow of the Underdark...aka Underdark
FOR3 Pirates of the Fallen Seas aka...
FOR4 Code of the Harpers aka...
FOR5 Elves of Evermeet
FOR6 The Seven Sisters
FOR7 Giantcraft..aka ?
FOR8 ....etc....

plus the COmplete book of Necromancers..

Let's hope!!!
Giantcraft was a pretty good book to read and develop new ideas. Although I do not play on the FR there's a lot of "readjustable" material there to work from...

arnwyn said:
- a fully detailed trading and economic system and rules, so PCs can do everything from running a caravan, to owning an inn and/or tavern. (I don't care if WotC does this, or a 3rd party.)

That's another thing I'd love to see. I've tried to "fully detail" these aspects IMC and it was painfully hard and tedious. (Me having almost no idea in designing rules and economy) So I guess help in this matter would be very convenient.
 
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Scotley said:
What about what wasn't done well by Wizards the first time? How about a Complete Equipment Guide Arms and Equipment was very disappointing to me. I'd like to see a much larger book with enough options to inspire more variety in gear. If I see one more hooded cloak on a character sheet I swear I'll start a campaign with a culture of nudity. Give enough options to get players thinking more creatively about what characters wear and the weapons they use. More importantly, put the weapons and armor from other books all on one chart with the new stuff. Don't make me get out three books to equip a character. How about more stuff from the rest of the world rather than all middle ages europe? How about advice on developing equipment lists to give different areas of the campaign world a different feel?
Scotley

I think I've got just what you're looking for... :) Coming in mid-late May.

Goods and Gear: The Ultimate Adventurer's Guide
Whether you're looking for arms or equipment, Goods and Gear is the book for you! This supplement is jam-packed with nearly a thousand different cultural entries for arms and armor, and also includes hundreds of entries for animals, clothing, concoctions, foodstuffs, games, lodging, musical instruments, services, tools, transportation and more! Best of all, Goods and Gear is usable for the Kingdoms of Kalamar, HackMaster, d20, and any other medieval fantasy campaign!
K&C1203 (256-272 pages, hardcover) $34.99

Chapter 1: In the Marketplace introduces you to the topics of bartering, coinage, craftsmanship, taxes, trade and more. Both player and Dungeon Master will certainly find many ideas to incorporate into their own shopping sprees.
Chapter 2: Weaponry provides the reader with information on hundreds of different weapons, plus information on their basic parts and types. You see, while the basic weapons provided by most roleplaying books are enough for many campaigns, they fail to provide any racial or regional flavor. For example, how does a bow crafted by elves, hobgoblins and humans of different regions vary? Is it length, material, game statistics, or a combination of the above? This chapter answers those questions.
Chapter 3: Armor, Shields and Barding gives information on these items, as well as details on various accessories, maintenance and materials.
Chapter 4: Clothing presents clothing for all types of characters, as well as introducing an optional "style point" system that takes into account how the character's clothing affects those he or she interacts with.
Chapter 5: Games and Entertainment provides a detailed list of items commonly used by those with an acting profession, as well as basic entertainment and gambling simulations.
Chapter 6: Musical Instruments includes dozens of such items usable by bards and other characters with a flair for music.
Chapter 7: Tools, Gear and Equipment details various equipment used by many professions, including: academic, arcane, commercial, clerical, engineering, seafaring and thieving.
Chapter 8: Food and Drink details many differing meals and dining customs, as well as lists of foodstuffs (breads, desserts, alcoholic and non-alcoholic drinks, fruits, fish and meats, herbs, and more).
Chapter 9: Concoctions covers many alchemical, herbal and poisonous mixtures, as well as alchemical items. Also included is information on drugs and their effects.
Chapter 10: Personal Goods and Services goes into detail on cosmetics, grooming and hair styles, as well as dozens of Non-Player Characters (NPCs) and the services that they provide, along with statistics for each.
Chapter 11: Animals includes a listing of commonly encountered animals that the player characters are likely to encounter, either in battle or as allies. Also included are price lists and details on related accessories.
Chapter 12: Lodging provides information on buildings, sleeping arrangements, and other related items found in homes and inns through the land.
Chapter 13: Travel and Transportation lists the dangers and costs of travel by land and by sea, as well as detailing the many methods of available transport.
 
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arnwyn said:
- a fully detailed trading and economic system and rules, so PCs can do everything from running a caravan, to owning an inn and/or tavern. (I don't care if WotC does this, or a 3rd party.)
I'd so buy this. One of my players owns a merchant company and it's an absolute pain in the arse trying to come up with 'how much he makes in a given' year.

Anyways...
I'd like to see the following

A Book of Law and Chaos - similar to the BoED and BoVD
An Illithid book - similar to the Draconomicon
An Elemental Book - similar to the Draconomicon
 

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