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What would you want in a sourcebook?
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<blockquote data-quote="Shin Okada" data-source="post: 140319" data-attributes="member: 1956"><p>There are some types of supplements I am interested in.</p><p></p><p>*Adventures</p><p></p><p>Good adventures are always welcomed. Especially ones with good maps. I also like things such as hand-outs in Call of Cthulhu modules (burned-out letters, etc.)</p><p></p><p>*Data books</p><p></p><p>Have a lot of data which I can use for playing DnD. I do not want new rules. Just new data. I mean, which I do not have to learn or memorize, the things that I can use without killing current game-balance. So I like things such as creatures and magic items. I always love monster books. Especially ones with beautiful illustrations and rich articles on those monster's society, biology, psychology, etc.</p><p></p><p>*Additional rules for specific situation</p><p></p><p>Basically, I do not want no more rules. But rules which allow me to play some specific situation which is not covered by the core rule are welcomed. My current interest is, say, rules for war (including siege engine), ship combat/sailing rules, vehicle combat rules (ancient, modern, future, etc.</p><p></p><p>*Interesting and Attractive world setting</p><p></p><p>Those things are welcomed, too. But they must be very attractive and unique to let me buy them. I do not want any more "another sword and sorcery setting". Additional rules can be thrown in if that rule is for representing the uniqueness of that world. But I do not want any more "just another rules for solving magic".</p><p></p><p>IMHO, you must first decide what is the purpose of that supplement. Is that book an adventure or rule/data book used for everybody's 3e campaign? Or is that book a new world setting for 3e? Or is that book an entirely new RPG just using d20 system? You should decide it first and then decide what should be in the book.</p></blockquote><p></p>
[QUOTE="Shin Okada, post: 140319, member: 1956"] There are some types of supplements I am interested in. *Adventures Good adventures are always welcomed. Especially ones with good maps. I also like things such as hand-outs in Call of Cthulhu modules (burned-out letters, etc.) *Data books Have a lot of data which I can use for playing DnD. I do not want new rules. Just new data. I mean, which I do not have to learn or memorize, the things that I can use without killing current game-balance. So I like things such as creatures and magic items. I always love monster books. Especially ones with beautiful illustrations and rich articles on those monster's society, biology, psychology, etc. *Additional rules for specific situation Basically, I do not want no more rules. But rules which allow me to play some specific situation which is not covered by the core rule are welcomed. My current interest is, say, rules for war (including siege engine), ship combat/sailing rules, vehicle combat rules (ancient, modern, future, etc. *Interesting and Attractive world setting Those things are welcomed, too. But they must be very attractive and unique to let me buy them. I do not want any more "another sword and sorcery setting". Additional rules can be thrown in if that rule is for representing the uniqueness of that world. But I do not want any more "just another rules for solving magic". IMHO, you must first decide what is the purpose of that supplement. Is that book an adventure or rule/data book used for everybody's 3e campaign? Or is that book a new world setting for 3e? Or is that book an entirely new RPG just using d20 system? You should decide it first and then decide what should be in the book. [/QUOTE]
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