Umbra
First Post
I'm not interested in new feats.
I'm not interested in new PRC's.
I have enough crunch.
I am interested in fluff supported with minimum (low admin) crunch.
One of my favorite books purchased in the last few years is A Magical Medieval Society: Western Europe
To quote from RPGNow, "It contains a massive amount of game-usable information about the medieval period and focuses on how D20 magic could change a traditional medieval setting."
It is brimming with stuff I can use in my game e.g. some guild memberships may not be gained except by marriage to a member's child or being a member's child. How many adventures/problems can be generated for a party from that simple fact which I hadn't known? Dremk the fighter is the fourth son of member of the merchant guild and has three families trying to foist their daughters onto him so they can gain membership to the guild.
I would buy Dragon if it had more articles examining historical or contemporay cultures, social structures and institutions and how they may be interpreted in various game worlds (high, low, pulp, etc). I would also like articles on how different aspects of the rules can interact with each other to create different types of fluff (high, low, political, etc).
My favorite articles from earlier Dragon's (which I used to buy religiously) were discussions about the alignment system, or how war affects the country-side, or how an Order of knights would operate, or what's happening at a monastery over the course of a day/year. I suppose I don't want to read historical texts but like potted versions with lots of hooks.
I'm not interested in new PRC's.
I have enough crunch.
I am interested in fluff supported with minimum (low admin) crunch.
One of my favorite books purchased in the last few years is A Magical Medieval Society: Western Europe
To quote from RPGNow, "It contains a massive amount of game-usable information about the medieval period and focuses on how D20 magic could change a traditional medieval setting."
It is brimming with stuff I can use in my game e.g. some guild memberships may not be gained except by marriage to a member's child or being a member's child. How many adventures/problems can be generated for a party from that simple fact which I hadn't known? Dremk the fighter is the fourth son of member of the merchant guild and has three families trying to foist their daughters onto him so they can gain membership to the guild.
I would buy Dragon if it had more articles examining historical or contemporay cultures, social structures and institutions and how they may be interpreted in various game worlds (high, low, pulp, etc). I would also like articles on how different aspects of the rules can interact with each other to create different types of fluff (high, low, political, etc).
My favorite articles from earlier Dragon's (which I used to buy religiously) were discussions about the alignment system, or how war affects the country-side, or how an Order of knights would operate, or what's happening at a monastery over the course of a day/year. I suppose I don't want to read historical texts but like potted versions with lots of hooks.