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What would you want in a sourcebook?
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<blockquote data-quote="AFGNCAAP" data-source="post: 75905" data-attributes="member: 871"><p>Dunno if I'm saying anything new, but here's my $0.02</p><p></p><p>Have to agree with the general consensus---show the potential of what's out there rather than creating a lot of new stuff. Here's a few things which I wouldn't mind seeing:</p><p></p><p>*Covering things which have been barely touched on/vaguely covered. Sea power was an issue up until a month or 2 ago w/ the release of Seafarer's Guide & other such works.</p><p></p><p>*Show the full potential of what's already out there: show the power possible of a simple use of combinations (the right stats in the right place, right class/race combo, right feats/skill choices, right spells/powers, etc.) via NPCs, or even crude templates (which could be geared toward a specific setting or made generic). However, this sort of material would best work couched in another medium---maybe an adventure rather than a sourcebook (possibly less of a chance of people not getting the product because they "coulda thought of that").</p><p></p><p>*Maybe a few new races, but IMHO, go with ones without any sort of level modifier due to racial abilities. I decided not to keep my copy of Mythic Races because too many of the races had level modifiers. But, the best bet is to try to keep from making something that potential buers may see as being "more of the same." Nezumi & Vanara from OA are a nice change from some variant of a dwarf, elf, gnome, or other such race.</p><p></p><p>Overall, if you're going for something campaign-specific, try to grab attention---make the buyer feel they're not buying some variant of Dragonlance, the Realms, Kalamar, etc. If it's something generic which is intended for use for D&D in general, then go for something that's viable for multiple sorts of campaigns, whether it's the Realms, Greyhawk, Ravenloft, Scarred Lands, whatever.</p><p></p><p>And, I must agree w/ another point---playtesting is key. See if it works well in practice as well as theory.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 75905, member: 871"] Dunno if I'm saying anything new, but here's my $0.02 Have to agree with the general consensus---show the potential of what's out there rather than creating a lot of new stuff. Here's a few things which I wouldn't mind seeing: *Covering things which have been barely touched on/vaguely covered. Sea power was an issue up until a month or 2 ago w/ the release of Seafarer's Guide & other such works. *Show the full potential of what's already out there: show the power possible of a simple use of combinations (the right stats in the right place, right class/race combo, right feats/skill choices, right spells/powers, etc.) via NPCs, or even crude templates (which could be geared toward a specific setting or made generic). However, this sort of material would best work couched in another medium---maybe an adventure rather than a sourcebook (possibly less of a chance of people not getting the product because they "coulda thought of that"). *Maybe a few new races, but IMHO, go with ones without any sort of level modifier due to racial abilities. I decided not to keep my copy of Mythic Races because too many of the races had level modifiers. But, the best bet is to try to keep from making something that potential buers may see as being "more of the same." Nezumi & Vanara from OA are a nice change from some variant of a dwarf, elf, gnome, or other such race. Overall, if you're going for something campaign-specific, try to grab attention---make the buyer feel they're not buying some variant of Dragonlance, the Realms, Kalamar, etc. If it's something generic which is intended for use for D&D in general, then go for something that's viable for multiple sorts of campaigns, whether it's the Realms, Greyhawk, Ravenloft, Scarred Lands, whatever. And, I must agree w/ another point---playtesting is key. See if it works well in practice as well as theory. [/QUOTE]
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