howandwhy99 said:1. A book on Adventure Writing with examples from the best adventures throughout D&D history. This could include particular examples from older modules, Dungeon magazine, current adventures, and fresh new ideas. Each would serve to illustrate the different aspects of an adventure. Not the numerous trappings normally found within a dungeon (which is already done well in the DMG), but instead:
2. A book on Campaign Creation citing methods that were used by D&D's own Gygax (Greyhawk), Greenwood (Forgotten Realms), and Baker & team (Eberron). The ultimate resource for homebrew campaign settings. This would expand on the information already available in the DMG.
- unique room set-ups within a dungeon playing off each other
- dungeons designed and mapped to take advantage of the characters' levels, spells, and abilities
- help in designing maps that improve adventures (not software, but room placement, ecologies, etc.)
- how themes work to create personality for an adventure
- how to instill different moods for different parts of an adventure: suspense, humor, belonging, terror
- how to pace an adventure to create excitement or allow for in depth thinking
- brainstorming, freewriting, thought mapping, etc.
- how to write and place clues for mystery adventures
- puzzle and riddle creation
- story outlining methods (examples from Robins' Laws oGG), the schrodinger methods, other techniques
- help in creating realism in presentation and checking for logic holes
- keys to playing and creating intriguing NPC's
- And a collection of "this is how I do it"'s by the best Dungeonmasters of the past 30 years.
And while I don't believe a single book could cover every kind of world it is possible to create, it would be nice to have one that focused on running campaigns. How to link together adventures. Using recurring villians. Campaign styles that focus on a single story or on the whims of the players. Player & DM mutually created campaigns that grow as they interest flows into different areas.
3. A Battle Tactics book. This could showcase the monsters from the Monster Manuals I, II, and III. Instead of simply giving a tactical example for each monster, I would rather a book like this focus on teaching tactics based on commonalities running through routine types of encounters. I seem to recall the DMG seperating monsters into types (not "Types") like brute, spy, spellcaster, etc. Tactics for basic fighting styles could be extrapolated from these. Examples in effectively using each of the common "special abilities" would be nice too.
Thanks Testament.Testament said:I'd buy these in an instant. Especially number 1 & 2. This is exactly the sort of thing we need, nice thinking howandwhy.

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