What are the 10 most important d20/OGL books?

Maggan

Writer for CY_BORG, Forbidden Lands and Dragonbane
Hi!

I'm wondering what you all think are the 10 most important non-WotC d20/OGL print books published? I'm filling some gaps in my shelf, and I'm looking to finding out which books should belong among my other d20 books, or if I have all the best books already.

My own list, with short comments (as I see them, there's bound to be mistakes though). Also this list is based of books I own.

1. Creature Collection (SSS) - for being the first monster manual for 3e, and for being released by an affiliate of White Wolf
2. Traps & Treachery (FFG) - for showing how to fill a niche and also how to indicate compatibility with D&D using cover design
3. Death in Freeport (GRR) - early adventure with the introduction of Freeport, a city open to all
4. Crucible of Freya (Necro) - also an early adventure which was the first stepping stone for Necromancer Games' "3rd edition rules, 1st edition feel".
5. Tome of Horrors (Necro) - showed that it was (for a while at least) possible to work with WotC and use some of their original IP with a seperate agreement in addition to d20STL.
6. Rappan Athuk The Lower Levels (Necro) - Dungeon Crawling with no excuses
7. Conan (Mongoose) - Well, it's CONAN! And it proved that there was such a thing as too many errors contained in even a d20 book.
8. Deadlands d20 (Pinnacle) - for showing us that there was no such thing as a simple money grab when it came to translating other games to d20.
9. Midnight (FFG) - for the major setting twist and outstanding production qualities.
10. The Foundation (Nightshift) -

Runners up were Fortress of the Ogre Cheiftain (FFG) for setting an example and showing us just how bad things rules implementations could be, The Horror Below (Nighshift again, I believe) for much the same reasons, Banewarrens (Malhavoc) for being one of the first d20 superadventures, The Witchfire trilogy (Privateer) for pushing story and presentation over rules, Dragonlords of Melniboné (Chaosium) for showing us you really, really need to understand the rules if your going to publish for them, Nyambe (Atlas) for being original, and ... well, I'll stop there.

Honorable mention goes to Wizard's Amulet, from Necromancer. A PDF download that was way ahead of most of the field.

I've excluded Paizo and Kenzer, since their stuff is official D&D. Otherwise I would put Kingdoms of Kalamar CS and Shackled City up there.

Please note that this is a very personal list, I don't claim to be a judge on what YOU think is important. That's for you to tell me! :)

EDIT: Oh, and if I owned Ptolus and/or World's Largest Dungeon, I would add them too.

/M
 
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I think Book of Eldritch Might was one of the most important. It showed that a WotC designer could leave and retain a fan base. It was a pioneer in the ".pdf first, print later" market. It was interesting and high-quality, and best of all, updated from time to time. The price was right, too.
 

I don't know if "important" is totally grokkable in this context, but I'll see if I can list that way. Through a highly subjective lens, of course. And without numbers. It's easier that way. Print only? Right, right. . .

A Game of Thrones
True20
Iron Heroes
Spycraft
Darwin's World
A Magical Medieval Society: Western Europe
From Stone to Steel
Denizens of Avadnu
Ptolus
Dynasties & Demagogues

:\ So many good things unlisted. *sigh* Oh well, next time. :)
 

Important personally, or to the industly/hobby.

I'll assume the latter

1) SRD
2) Spycraft 1.0
3) Mutants and Masterminds
4) True20
5) MSRD
6) Book of Eldritch Might
7) Arcana Unearthed
8) Unearthed Arcana
9) Spycraft 2.0
10) Tome of Horrors

For my use:
1) SRD
2) Spycraft 2.0
3) Second World Sourcebook
4) Relics & Rituals
5) Ultimate NPCs
6) Book of Eldritch Might
7) Traveller d20
8) Unearthed Arcana
9) Advanced GMs Guide
10) Advanced Bestiary
 

Is someone were to enter the hobby TODAY and ask what 10 d20 products they should buy (not including WotC/Paizo/Kenzer), I'd say:

1. Ptolus (Malhavoc)
2. Rappan Athuk Reloaded (Necromancer Games)
3. Wilderlands of High Fantasy Box Set (Necromancer Games)
4. World's Largest Dungeon (AEG)
5. Arms & Armor v.3.5 (Bastion Press)
6. Oathbound Campaign Setting (Bastion Press)
7. Battlebox (Fiery Dragon)
8. Book of Fiends (Green Ronin)
9. Tomb of Abysthor (Necromancer Games)
10. Tome of Horrors (Necromancer Games)

If you include everyone (but presume they already have the 3 core rulebooks) I'd say:

1. Ptolus (Malhavoc)
2. Rappan Athuk Reloaded (Necromancer Games)
3. Forgotten Realms Campaign Setting (WotC)
4. Fiendish Codex I (WotC)
5. Shackled City Adventure Path (Paizo)
6. Wilderlands of High Fantasy Box Set (Necromancer Games)
7. Draconomicon (WotC)
8. World's Largest Dungeon (AEG)
9. Battlebox (Fiery Dragon)
10. Arms & Armor v. 3.5 (Bastion Press)
 

Hmmm. I've got five.


1.) Green Ronin's Advanced Bestiary: This is a monster book unlike all the others, in that it only provides templates to apply to other creatures. There is infinite variety here, and the quality of the templates is generally top-notch.

2.) Book of Eldritch Might: as the first offering from Malhavoc Press, it fits an important historic context. It also delivers a small, targeted book aimed at a particular need. It doesn't try to be more than it is. (of course, getting the CBoEM, the 3.5 version, may be a better idea.)

3.) Year's best d20: I don't personally own the book, but I do want to pick it up. However, I'm listing it because it represents what I had wished could happen in a thriving d20/RPG industry: in any year, a collection the very best innovative, open-source ideas that could be drawn on by the gaming and publishing community to enhance future products.

4.) Masters of Arms: Second World's shot at crunching the numbers when creating new classes, prestige classes, and weapon tricks. This came early in the d20 industry, before Iron Heroes and Book of Nine Swords tried to inject similar sorts of maneuvers into regular combat. Best of all, MoA explained to you how to make new tricks yourself. (though I admit it's pretty complex.)

5.) World's Largest Dungeon: Were we really going to spend that kind of money on a single product? Preposterous! Oh wait, it's actually fun? Must... resist... urge... CRAP, there goes the cash. Yes, friends, we WILL spend the money on big, niche products.



That's all I can really comment on.
 


My recommendations....

Some repeats from above:

- Denizens of Avadnu (I pump this book every chance I get) - Inner Circle
- Rappan Athuk Reloaded - Necromancer Games
- Advanced Bestiary - Green Ronin
- Arcana Evolved - Malhavoc
- Lost City of Barakus - Necromancer Games
- Poisoncraft - Blue Devil Games
- Wilderlands of High Fantasy Box - Necromancer Games
- Book of Fiends - Green Ronin
 

Psion said:
1) SRD
2) Spycraft 1.0
3) Mutants and Masterminds
4) True20
5) MSRD
6) Book of Eldritch Might
7) Arcana Unearthed
8) Unearthed Arcana
9) Spycraft 2.0
10) Tome of Horrors

For my use:
1) SRD
2) Spycraft 2.0
3) Second World Sourcebook
4) Relics & Rituals
5) Ultimate NPCs
6) Book of Eldritch Might
7) Traveller d20
8) Unearthed Arcana
9) Advanced GMs Guide
10) Advanced Bestiary
The OP specified non-WotC, and in print, not pdf.

/nitpick :D

edit --- nice choice with T20.
 

Aus_Snow said:
The OP specified non-WotC, and in print, not pdf.

/nitpick :D

I haven't listed any PDF-only products (counter-nitpick)
Both SRD and MSRD made it into print by Mongoose... yeah, that's what I meant... :heh:
 

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