RangerWickett
Legend
My wishlist includes basically things I plan to write. If someone else wrote them before I got the chance, I might be a little miffed, but I'd still probably buy the book.
Earth Myths. If I want to run a game in Mythic Honolulu, it's a heck of a lot easier if there's a book that tells me what the setting would be like.
Guide to Roleplaying. Advice to Players on how to create characters that are fun for them to play, and advice to Game Masters on how to craft stories that will entertain themselves and the players. Advice on different ways to tell stories for different effects. Completely non-crunch.
Climactic Encounters. Rules for running all those cool situations that show up in action movies that are hard as hell to run in D&D without becoming a logistical nightmare. Like chase scenes, shoot-outs between opposing snipers, hit-and-run tactics, and three-tiered battles involving ground forces, space fighters, and dueling dudes with swords. Also, some variant rules to make things more dramatic, like poison that weakens you instead of killing you, locks and traps that have varying degrees of success and failure so that one good roll isn't good enough, and how to make research be dramatic instead of dice rolls.
Earth Myths. If I want to run a game in Mythic Honolulu, it's a heck of a lot easier if there's a book that tells me what the setting would be like.
Guide to Roleplaying. Advice to Players on how to create characters that are fun for them to play, and advice to Game Masters on how to craft stories that will entertain themselves and the players. Advice on different ways to tell stories for different effects. Completely non-crunch.
Climactic Encounters. Rules for running all those cool situations that show up in action movies that are hard as hell to run in D&D without becoming a logistical nightmare. Like chase scenes, shoot-outs between opposing snipers, hit-and-run tactics, and three-tiered battles involving ground forces, space fighters, and dueling dudes with swords. Also, some variant rules to make things more dramatic, like poison that weakens you instead of killing you, locks and traps that have varying degrees of success and failure so that one good roll isn't good enough, and how to make research be dramatic instead of dice rolls.