This is what's coming in 2003:
In January, we have a 160-page full-color "galactic gazetteer" called Coruscant and the Core Worlds, which takes a very detailed look at more than two dozen planets, including Coruscant (duh!), Corellia, and Kuat, not to mention a few never-before-seen planets. The book is intended both for players and GMs and covers all eras of play. In addition to general information about each world, the product also includes lots of "crunchy game stuff," including pregenerated NPCs and "world stats" for GMs and new feats and gear for players.
In April, we release the Ultimate Alien Anthology, a 224-page full-color hardcover. Honestly, I wasn't blown away by the first Alien Anthology, which included about 50 sentient aliens and 50 nonsentient creatures in a softcover format. I also didn't care for the organization of the alien entries or the mix of film photos and illustrations. The Ultimate Alien Anthology includes 180 sentient aliens (including Episode II aliens), all playable as heroes or GM characters. We've taken out the nonsentient creatures and plan to compile them in a different book designed more for GMs. The Ultimate Alien Anthology adopts the revised rulebook's more user-friendly format for describing alien species (with sections on Physical Description, Personality, Homeworld, Language, Species Traits, and so on). Also, every alien gets a new illustration. At the back of the book, we have a chapter of new prestige classes (each with its own illustration) and an appendix of new alien-specific feats.
In June, we have the Hero's Guide, a 160-page full-color hardcover that provides new prestige classes, feats, combat tactics, Force traditions, and character options for players. The book is designed to help players create memorable Star Wars heroes and customize their characters' abilities. The book also includes variant class abilities, multiclass character archetypes (a concept first introduced in Star Wars Gamer magazine), alternative uses for skills, new equipment, and rules for cybernetics and martial arts.
In August, we release the counterpoint to the Hero's Guide -- a campaign-building book for Gamemasters. A lot of GMs want to know how to build and sustain a Star Wars Roleplaying Game campaign for heroes of 1st through 20th level. In addition to providing general tips and guidelines, the book includes dozens of useful tools and "house rules," as well as several ready-to-use adventure locations with maps (detention blocks, nightclubs, hangar bays - you name it).
We end 2003 with a 160-page full-cover hardcover book of ready-to-play adversaries -- specifically Star Wars creatures, droids, and villains. These creatures, constructs, and characters span all eras of play and include both familiar faces and new nemeses for players to overcome.