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What would you want in a sourcebook?
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<blockquote data-quote="gothwalk" data-source="post: 73169" data-attributes="member: 2263"><p><strong>What I'll buy</strong></p><p></p><p>First off, I like my purchases to be stuff that will fit into my campaign, and that is both backward- and forward-compatible. That is, I won't buy a product with a new magic system, because then all the stuff I have for the old magic system is useless, and all the other supplements about magic I might buy from other publishers will also be incompatible. If you consider the rules as a tree, I'll buy leaves in plenty, but not new branches.</p><p></p><p>Second, I rarely buy adventures anymore. If I know the person who wrote it, I'll buy it, but that's for the person, not the product.</p><p></p><p>In general:</p><p></p><p>Something I want to see:</p><p>New psionic powers, items, etc.</p><p></p><p>Good:</p><p>New feats </p><p>New Spells</p><p>New Prestige Classes</p><p>New Creatures</p><p></p><p>Indifferent:</p><p>New Magic Items (I can usually make these from spells)</p><p>New Races (My players don't change characters often)</p><p></p><p>Bad:</p><p>New Core Classes (Where were these guys before?)</p><p>New or Variant rules (See above)</p><p>New Skills (As per everybody else...)</p><p></p><p>I was at a convention at the weekend, and went through the Trader's stands in some detail. Here are the things I thought about buying, and the things I did buy, and why:</p><p></p><p>Thought about buying:</p><p>The Dragonstar Player's Guide</p><p>Seas of Blood</p><p>Chaos Magic</p><p>Seafarer's Handbook</p><p>Arms and Armour</p><p>Swords of Power</p><p>Nightmares and Dreams II</p><p>The Divine and the Defeated</p><p></p><p>Bought:</p><p>Arms and Armour</p><p>Seas of Blood</p><p></p><p>Here's why the other products got the chop:</p><p></p><p>Dragonstar Players Guide: I want a 3e Spelljammer. I bought Fading Suns, and it's useful, but it's not Spelljammer. Neither is this, and since I already have Fading Suns, and my players are not into the Space Fantasy thing - Spelljammer is a stretch, but they've taken it on - I decided not to buy.</p><p></p><p>Chaos Magic: I just didn't like it. The Necromancy and Demonology books were good; this one seemed to be stretching the concept too far. </p><p></p><p>Seafarer's Handbook: I wanted this. But it had wide margins, and cost twice as much as Seas of Blood. So I left it, with some regrets.</p><p></p><p>Swords of Power: Er, a book of magic swords? No thanks. I looked at it because I thought there might be something more to it, but there wasn't.</p><p></p><p>Nightmares and Dreams II: I was tempted here too, but many of the creatures are fey, which already have a place in my campaign, and it doesn't fit with this book. And the different fonts in the creature names really, really bug me.</p><p></p><p>The Divine and the Defeated: I want to like the Scarred Lands stuff, I really do. But the vast majority of the stuff in Relics and Rituals was either very specific to the setting, or very specific to someone else's game - stuff that not so much wouldn't fit, but just would never be used in mine. The Divine and the Defeated fell into this category - my pantheon is worked out in some detail, and won't deal with additions, added to which the powers in this book were just weird. I'm still trying to find a way to work in the Carnival Krewes or something like them...</p></blockquote><p></p>
[QUOTE="gothwalk, post: 73169, member: 2263"] [b]What I'll buy[/b] First off, I like my purchases to be stuff that will fit into my campaign, and that is both backward- and forward-compatible. That is, I won't buy a product with a new magic system, because then all the stuff I have for the old magic system is useless, and all the other supplements about magic I might buy from other publishers will also be incompatible. If you consider the rules as a tree, I'll buy leaves in plenty, but not new branches. Second, I rarely buy adventures anymore. If I know the person who wrote it, I'll buy it, but that's for the person, not the product. In general: Something I want to see: New psionic powers, items, etc. Good: New feats New Spells New Prestige Classes New Creatures Indifferent: New Magic Items (I can usually make these from spells) New Races (My players don't change characters often) Bad: New Core Classes (Where were these guys before?) New or Variant rules (See above) New Skills (As per everybody else...) I was at a convention at the weekend, and went through the Trader's stands in some detail. Here are the things I thought about buying, and the things I did buy, and why: Thought about buying: The Dragonstar Player's Guide Seas of Blood Chaos Magic Seafarer's Handbook Arms and Armour Swords of Power Nightmares and Dreams II The Divine and the Defeated Bought: Arms and Armour Seas of Blood Here's why the other products got the chop: Dragonstar Players Guide: I want a 3e Spelljammer. I bought Fading Suns, and it's useful, but it's not Spelljammer. Neither is this, and since I already have Fading Suns, and my players are not into the Space Fantasy thing - Spelljammer is a stretch, but they've taken it on - I decided not to buy. Chaos Magic: I just didn't like it. The Necromancy and Demonology books were good; this one seemed to be stretching the concept too far. Seafarer's Handbook: I wanted this. But it had wide margins, and cost twice as much as Seas of Blood. So I left it, with some regrets. Swords of Power: Er, a book of magic swords? No thanks. I looked at it because I thought there might be something more to it, but there wasn't. Nightmares and Dreams II: I was tempted here too, but many of the creatures are fey, which already have a place in my campaign, and it doesn't fit with this book. And the different fonts in the creature names really, really bug me. The Divine and the Defeated: I want to like the Scarred Lands stuff, I really do. But the vast majority of the stuff in Relics and Rituals was either very specific to the setting, or very specific to someone else's game - stuff that not so much wouldn't fit, but just would never be used in mine. The Divine and the Defeated fell into this category - my pantheon is worked out in some detail, and won't deal with additions, added to which the powers in this book were just weird. I'm still trying to find a way to work in the Carnival Krewes or something like them... [/QUOTE]
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