From Newsgroup: rec.games.frp.dnd
There's been a lot of material written for D&D in its various
iterations, both official and unofficial. Some of them have been
great, some of them have been terrible; most fall somewhere in
between. Of all the books you may have read for the game, which one do
you think is both well-written, useful and often overlooked?
I've got three. You'll note all three are old-school TSR-era books,
but that's mostly because that's what I still use but that's not to
exclude more modern stuff (and I think even the old stuff I mention
may have some value to users of more recent editions)
#
For me, the one that immediately comes to mind is "REF3: Book of
Lairs" (TSR9177), a 1st Ed. AD&D supplement that included 60+
mini-adventures, sorted by monster and terrain, that were intended to
be placed as encounters or side-quests during campaigns. Not all the
adventures were great or --at least for my campaigns-- useful but I
always found them to be great stepping-off points that helped me
create my own adventures. In fact, I only used a few of the encounters
in my own campaigns (and even then, not without major modifications).
But often when I was writing up an adventure and couldn't think up
what to do next, I'd pick one of the encounters from the book. I
wouldn't use it and rarely would even slip any of the ideas into my
own writings, but the book was great for getting me into the right
state of mind.
Next, the "Aurora's Whole Realms Catalogue". (TSR 9358) Not so much
for the writing but its pictures. Written as if it were a
fantasy-themed 'Sears Catalogue' sort of thing, it lists a bunch of
equipment that PCs might find useful in their adventures. Some of it
is absolutely silly and worthless but you can't imagine how many times
I've let players thumb through it and it spurred them onto some wild
ideas that made our campaigns more exciting and imaginative. (also, a
quick shout out to "DMGR3 Arms And Equipment Guide" for similar
reasons: it's great to have pictures of commonly used gear)
Finally, "DMGR1 Campaign Sourcebook and Catacomb Guide" (TSR 2112).
Not the entirety of the book, and it may not be something everyone
agrees with. But its early chapters on how to actually DM a game were
something I found inordinately useful when I first started a long-term campaign. It gave me an idea of how to handle different players and
add life to my campaigns. Up until that point I was more or less
playing it all by ear; that book made me stop and think about how I
could improve my skills at a DM. I don't agree with everything it says
but in many ways it was the first time I had any real advice on how to
play itself beyond just being given a bunch of rules to adjudicate.
There are probably a lot better guides for that sort of thing these
days (and maybe even back in 1990 when it was first published) but it
was the first such book I had read, and as such it holds a special
place in my heart.
#
What about you? What book do you think is something that is
particularly memorable to you and probably would benefit others by
reading it, even if it may not be directly useful to a modern gamer?
Is it one of the classic rulebooks? An especially memorable adventure?
A reference guidebook? Some third-party campaign supplement? What
hidden gem do you think needs to be uncovered by more D&D gamers?
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* Note: All three books I mentioned are available for purchase and
download. Please note I get a high 00000000.000000% kickback on every
sale made at that website ;-)
https://www.drivethrurpg.com/en/product/17019/ref3-the-book-of-lairs-1e https://www.drivethrurpg.com/en/product/16834/aurora-s-whole-realms-catalogue-2e
https://www.drivethrurpg.com/en/product/16887/dmgr1-campaign-sourcebook-and-catacomb-guide-2e
And probably available elsewhere if you don't mind raising the ol' skull-n-bones
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