I love this. It's the implied setting of the original D&D books that came out in 1974 as detailed by Wayne Rossi in his blog. He says of it, "It is wild, and it feels profoundly like the world someone who watched every cheesy science fiction movie about giant monsters and every classic horror film would make."
That's what I want for my next campaign. I want fantasy and science fiction mixed together. I want the crazy tables of Dungeon Crawl Classics mixed with the crazy mutations of Mutant Future and everything in-between. It will start simply, with The Keep on the Borderlands. Who knows where it will go next?
February 17, 2016
February 05, 2016
Sourcebooks and fluff
I have a strange love/hate relationship with sourcebooks. I like cool new ideas, whether those ideas are rules ideas or adventure ideas. However, I don't like fluff. What's fluff? It's different for everybody but for me it's setting information that doesn't directly affect play. For example, I don't really care about the history of a setting unless that history is repeating itself somehow.
I traded for a bunch of sourcebooks recently and got the following (mostly AD&D 2e but the Survival Guides are AD&D 1e):
The Castle Guide
The City of Ravens Bluff
The Complete Book of Elves
The Complete Fighter's Handbook
The Complete Priest's Handbook
The Complete Ranger's Handbook
The Complete Thief's Handbook
The Complete Wizard's Handbook
Demihuman Deities
Dragons of Triumph
Dungeoneer's Survival Guide
Faiths & Avatars
Monster Mythology
Powers & Pantheons
Tome of Magic
Wilderness Survival Guide
Wizards and Rogues of the Realms
I did some cursory skimming of The City of Raven's Bluff. It's almost entirely a setting book and there's a ton of history in there that doesn't look like it affects current adventure hooks at all. I'm hoping I'm wrong and there'll be tons of adventure hooks that jump out at me when I read it in detail but i have a lot of reading to do and I thought I could ask for your help here.
What is fluff to you? Have you read the books above? Are they full of fluff or full of cool ideas? What are some examples of sourcebooks that you have read that are the best at being full of cool ideas? What are some examples of those are full of fluff in your opinion? What are you looking for in a sourcebook?
I traded for a bunch of sourcebooks recently and got the following (mostly AD&D 2e but the Survival Guides are AD&D 1e):
The Castle Guide
The City of Ravens Bluff
The Complete Book of Elves
The Complete Fighter's Handbook
The Complete Priest's Handbook
The Complete Ranger's Handbook
The Complete Thief's Handbook
The Complete Wizard's Handbook
Demihuman Deities
Dragons of Triumph
Dungeoneer's Survival Guide
Faiths & Avatars
Monster Mythology
Powers & Pantheons
Tome of Magic
Wilderness Survival Guide
Wizards and Rogues of the Realms
I did some cursory skimming of The City of Raven's Bluff. It's almost entirely a setting book and there's a ton of history in there that doesn't look like it affects current adventure hooks at all. I'm hoping I'm wrong and there'll be tons of adventure hooks that jump out at me when I read it in detail but i have a lot of reading to do and I thought I could ask for your help here.
What is fluff to you? Have you read the books above? Are they full of fluff or full of cool ideas? What are some examples of sourcebooks that you have read that are the best at being full of cool ideas? What are some examples of those are full of fluff in your opinion? What are you looking for in a sourcebook?
Subscribe to:
Posts (Atom)