So books WotC could make to cater to these homebrew worlds that outrank their creations?
Shops and points of interest. Detailed descriptions of shops and what they would sell, maybe 3 lists, depending on tier. Suggested magical and mundane items in stock, layout and description included, as well as maybe ideas for shopkeepers including their species, some personality quirks, etc. DM's could pick through these to more easily create shops and proprietors saving time and energy for the meat of their stories. CRAFTING GUIDES to those who have, SO many times, talked about how there is nothing to help set up a crafting type character. Outline it, give material lists and needs for various craft able items. Flesh it out, that one hits both sides of the table, as DM's AND players would likely buy those up. Notable points of interest, maybe a volcano, fully described, or a massive waterfall. Something notable. Scenes for things to happen, premade and ready to be pieced together, or stuck in to fill spots in your world. Again, saving DM's time in creating some of the basics themselves. Monster Manuals have always sold well, too. Lots of ways to monetize the game and make life easier for DM's and offer players wider variety of options too.
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
So books WotC could make to cater to these homebrew worlds that outrank their creations?
Shops and points of interest. Detailed descriptions of shops and what they would sell, maybe 3 lists, depending on tier. Suggested magical and mundane items in stock, layout and description included, as well as maybe ideas for shopkeepers including their species, some personality quirks, etc. DM's could pick through these to more easily create shops and proprietors saving time and energy for the meat of their stories. CRAFTING GUIDES to those who have, SO many times, talked about how there is nothing to help set up a crafting type character. Outline it, give material lists and needs for various craft able items. Flesh it out, that one hits both sides of the table, as DM's AND players would likely buy those up. Notable points of interest, maybe a volcano, fully described, or a massive waterfall. Something notable. Scenes for things to happen, premade and ready to be pieced together, or stuck in to fill spots in your world. Again, saving DM's time in creating some of the basics themselves. Monster Manuals have always sold well, too. Lots of ways to monetize the game and make life easier for DM's and offer players wider variety of options too.
The problem is that these sorts of things are also easy for third parties to generate and distribute at a lower price than WOtC can probably do. Given the digital tools and devices like 3d printers available today the quality of what we can produce is very close to what is commercially available making going into some of these sorts of products iffy. One of the big advantages they have is copyright/trademark based on the books and worlds they already own. To some extent book titles like Tasha’s, Fizban’s etc do this by linking the materials to characters or worlds they control. Something like Alustrial’s guide to magic crafting that then provided both new magic items and guides to how to craft for both players and DMs might be a better seller than just WOtC’s guide to magical crafting or for that matter Dragonheart’s guide to magical crafting 😳
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Wisea$$ DM and Player since 1979.
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So books WotC could make to cater to these homebrew worlds that outrank their creations?
Shops and points of interest. Detailed descriptions of shops and what they would sell, maybe 3 lists, depending on tier. Suggested magical and mundane items in stock, layout and description included, as well as maybe ideas for shopkeepers including their species, some personality quirks, etc. DM's could pick through these to more easily create shops and proprietors saving time and energy for the meat of their stories. CRAFTING GUIDES to those who have, SO many times, talked about how there is nothing to help set up a crafting type character. Outline it, give material lists and needs for various craft able items. Flesh it out, that one hits both sides of the table, as DM's AND players would likely buy those up. Notable points of interest, maybe a volcano, fully described, or a massive waterfall. Something notable. Scenes for things to happen, premade and ready to be pieced together, or stuck in to fill spots in your world. Again, saving DM's time in creating some of the basics themselves. Monster Manuals have always sold well, too. Lots of ways to monetize the game and make life easier for DM's and offer players wider variety of options too.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
The problem is that these sorts of things are also easy for third parties to generate and distribute at a lower price than WOtC can probably do. Given the digital tools and devices like 3d printers available today the quality of what we can produce is very close to what is commercially available making going into some of these sorts of products iffy. One of the big advantages they have is copyright/trademark based on the books and worlds they already own. To some extent book titles like Tasha’s, Fizban’s etc do this by linking the materials to characters or worlds they control. Something like Alustrial’s guide to magic crafting that then provided both new magic items and guides to how to craft for both players and DMs might be a better seller than just WOtC’s guide to magical crafting or for that matter Dragonheart’s guide to magical crafting 😳
Wisea$$ DM and Player since 1979.