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BLUEHACK™
by Luca C. [Verified Purchaser] Date Added: 12/06/2016 16:59:07

This is exactly how a "condensed" RPG must be written. Very light and easy to understand, very well organized, without lacking any important information and updated at the speed of light!!! Well done! It's a pleasure to pay for products like this; and even more pleasure to play it; just read it and then free your thirst for adventures :)



Rating:
[5 of 5 Stars!]
BLUEHACK™
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BLUEHOLME™ Prentice Rules
by dave a. [Verified Purchaser] Date Added: 09/24/2016 22:42:09

First impressions. May not be correct.

Page 5 has no modifiers for strength listed.

Movement is unclear. Is running is permitted in combat or only sprinting? Charging into combat? Fleeing from combat? What is the movement rate?

pg. 12-13

Running for armoured man is 540 ft per turn (normal turn or combat turn?) 1 round =10 seconds normal turn = 60 rounds =10 minutes combat turn =10 rounds =100 seconds So an armoured man can run 54 ft per round? As opposed to 15 ft sprinting per round?

Many tabletop gamers use the 1 inch = 5 feet rule. It might be neater if all movement were a multiple of 5. The 7 ft move of an armoured and loaded character for example.

pg. 14 Armour Class

What is the base AC of an unarmoured character? AC 9? There is a table of adjustments, but it's not stated what you are subtracting them from. A listing of AC per amour type would be good.

What actions are permissible in a round? Can you move then attack (melee/missile/spell) in the same round? Or attack and then move? Ex. An archer kiting a slow opponent.

Is the +2 extra attack against retreating combatants limited to melee weapons or can missile and spell attacks be made?



Rating:
[3 of 5 Stars!]
BLUEHOLME™ Prentice Rules
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Creator Reply:
Hello Dave, thanks for taking the time to look into the BLUEHOLME™ Prentice Rules! I have some answers to your questions: BLUEHOLME™, like the Holmes on which it is based, has no modifiers for high or low Strength, only and XP modifier if if it is a prime requisite. Sprinting, or combat speed, is the fastest movement possible, and is not intended for use outside combat. As you say, there are 60 rounds in 1 turn, so sprinting (combat) speed of 15 feet per round for an armoured or loaded character would translate to 900 feet per turn compared to a running speed of 540 per turn. Movement rates are given per normal turn, not per combat turn, which is I think where your confusion arises. Combat turns only really affect spell durations. I will endeavour to clarify this next time the rules are updated. I see where you're coming from with 5-foot steps for the convenience of battlemaps, but with the large variety of movement rates for non-character creatures and the fact that BLUEHOLME™ is not generally designed for grid combat, it was decided that accurate granularity and scaling was preferable. Absolutely correct about armour class - unarmoured = AC9, an unforgivable oversight, which will also be corrected in the updated version. A character can move and perform one other action in a round (usually attack or cast a spell). The attack can happen at any point in the character's movement, e.g. a character with 15 feet of movement could move 5 feet, attack, and move another 10 feet. Note that, as BLUEHOLME™ combat is less rigid than with a battlemat, it doesn't matter that much - characters within 10 feet of one another are assumed to be engaged in melee combat. The +2 bonus to attack fleeing characters only applies to engaged characters, i.e. those within 10 feet of the retreating combatant. However, if you as the referee want, there is nothing to stop you from granting missile attacks the same benefit. Generally speaking, BLUEHOLME™ - like most OSR games - is intended to allow referees a great deal of freedom in interpreting things in their own way. Does magic missile have a visual component? Do clerics represent a monotheist church, or do they worship multiple panthons? If the answer is not explicit in the rules, you can pretty much do whatever you prefer. I hope this answers at least some of your questions. If you'd like to chat further, you can contact me via https://dreamscapedesign.net/contact/ - I would be happy to hear from you.
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BLUEHOLME™ Prentice Rules
by Chet C. [Verified Purchaser] Date Added: 08/11/2016 11:51:38

Updated, upgraded, and this is still the "basic" version - can hardly wait for the completerish rules. If we can still call them "rules," after the excellent introductory essay "THERE ARE NO RULES."

inspiration to count as a new game, and actually much easier for a non-gamer to understand. It deserves six stars out of five. Like all retro clones, it can't really be D&D without beholders - which is why I don't buy printed versions of retclones. (I add a copy of the Greyhawk beholder description and illo to my own printed copies of retclones - and to my copie of Tunnels & Trollsas well as Runequet. I recommend you do the same.

*jeep!

-Grandpa Chet



Rating:
[5 of 5 Stars!]
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Creator Reply:
Thank you for the kind review! FYI the \"Journeymanne Rules\" - which cover levels 1-20 for the basic four classes, plus additional spells, monsters, magic items, and the like - are pretty much ready for art, so keep an eye out for a crowdfunder within the year. Pity about the old beholder, but then Holmes never mentions it in his works so it doesn\'t really qualify for BLUEHOLME™. Carrion crawlers and displacement beasts are more of an issue, as they are not only in the Holmes rules but Chris Holmes (Dr J. Eric Holmes\'s son) drew some great illustrations of them in the original Holmes Basic manuscript. Thus they will show up, in the grand OGL tradition, under pseudonyms. ;-)
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BLUEHOLME™ Prentice Rules
by Michael E. [Verified Purchaser] Date Added: 08/01/2015 08:31:45

I couldn't afford the original Holmes Basic D&D set so I was advised to get this one instead and I have to say it's brilliant! The fact that it was free only adds to the fantastic worth of this volume.



Rating:
[5 of 5 Stars!]
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Creator Reply:
Hope you are getting some good use out of it, whether gaming or just reading!
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BLUEHOLME™ The Necropolis of Nuromen
by Eric F. [Verified Purchaser] Date Added: 06/08/2015 13:29:16

Dreamscape design has done a complete ground up revamp and improvement to the Blueholme adventure The Necropolis of Nuromen from the interior outward with lots of little blends and bobs to it. The adventure clocks in at at twenty pages of pure adventure with a fairy tale feel to it on steroids. This is a great adventure to throw a beginning party of adventurers into. This adventure features additional background, new maps, and an entire follow-on mini-adventure starring the notorious outlaw Lothar the Lawless. The reasons why this is such a great adventure are also laid out by the author, this is a modular quest designed to let the referee introduce a group of 1st level characters to the thrills of Underworld exploration as they attempt to unravel they secrets of the evil necromancer’s lair and deal with some bandits, too. But does it live up to the hype? I actually think it does. Right out of the gate the party of adventurers is brought into a situation that draws them in and brings them close to the edge of a campaign setting that will provide them with weeks if not months of play. This adventure lays out everything from back history to full blown dungeon crawling in one go along with NPC's, some monsters (well lots of them) and some solid weird pulpy fairy tale adventuring right into the center of the whole affair. The prose is cleaned up and the layout solidly done and everything has been put together in a nice easy to read style. On the whole the adventure flows very well in the reading and is very easy on the eye. There are a ton of public domain artwork scattered throughout but these are perfectly suited to the whole affair and add to the adventure without distracting at all from the whole. The adventure is keyed to be regionalized and local to it's environment, rumor tables link back into the implied campaign setting, things make sense on a local level, and forces are all evenly matched to the weird of the setting. This is a perfect adventure for players who will or could migrate into a Lamentations of the Flame Princess campaign along the way or vice versa with Blue Holmes. If you already have a copy of The Necropolis of Nuromen, then go back to Drivethrurpg and grab the updated PDF. You won't be sorry the maps are very well done. The fact that this adventure has a fully realized dungeon at its center and side makes this a great starting point to bring players into the Holmes mindset over and over they get a taste of the weird while maintaining the integrity of their PC's. In the middle of all this there are several places, events, and monsters that can end their 1st level snow flake existences and lives like blow torches. That's not an easy balance to pull off but The Necropolis of Nuromen does this with wit, charm, style and a sense of the fairy tale wrapped around a core of a solidly done adventure. My advice is to grab this one, some friends and get into the middle of a BlueHolmes style of play. Everything is right here to bring home the vibe and weirdness of a fully functional dungeon crawl that can play havoc with PC's while everyone has fun. This adventure brings home that old school vibe of play with a sense of terror and weirdness while creating an adventure that is actual fun to play. The Necropolis of Nuromen is a great adventure for both veterans and beginning players of old school OD&D and Blueholmes style games.



Rating:
[4 of 5 Stars!]
BLUEHOLME™ The Necropolis of Nuromen
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BLUEHOLME™ The Necropolis of Nuromen
by Michael H. [Verified Purchaser] Date Added: 06/07/2015 03:25:44

This has been one of my go-to adventures for new players and characters for a long, long time. Before it was a Blueholme adventure in fact - it used to live on the author's website free for the borrowing.

However, with this latest update, the Blueholme version really shines. Amazing cartography, a starting location and safe haven, outstanding layout, great editing.

Any referee using any system will find a wealth of resources within these pages - not to mention a brilliantly scripted old-school module.

I'm really keen to see much more from the Blueholme stable AND from Justin Becker.

5-stars.



Rating:
[5 of 5 Stars!]
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BLUEHOLME™ Prentice Rules
by Greg L. [Verified Purchaser] Date Added: 05/26/2015 13:15:01

I just downloaded it and I can't read it for love nor money....I can see that there are words there but I can't read it, blurred and the letters are not filled in....



Rating:
[1 of 5 Stars!]
BLUEHOLME™ Prentice Rules
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Creator Reply:
I suggest trying it on a different PDF reader, or re-downloading it. From time to time people have issues with PDFs from DTRPG, but it\'s usually solvable.
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BLUEHOLME™ Prentice Rules
by Michael M. [Verified Purchaser] Date Added: 03/15/2015 06:59:09

If you have an imagination this is all you will ever need in regards to rules sets. The perfect page count for simple fun.



Rating:
[5 of 5 Stars!]
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BLUEHOLME™ Prentice Rules
by Andrew G. [Verified Purchaser] Date Added: 01/03/2015 13:24:44

Version 1.2 didn't render at all on OS X. Does on Windows/ipad. Version 1.3 renders except charts. Content is awesome.



Rating:
[3 of 5 Stars!]
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Creator Reply:
I\'ve worked with DTRPG\'s very nice publisher liaison people on the PDF rendering issue, so I hope it\'s working for you now. If not I suggest trying a few more different readers - there are sometimes quirks with reader-hardware combinations but you should be able to find something that works.
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BLUEHOLME™ The Necropolis of Nuromen
by Anders N. [Verified Purchaser] Date Added: 04/02/2013 14:11:41

Overall, this adventure is a really good, if very classic, dungeon for introducing players to the charms of the OSR in general. It will, as usual for these kinds of products, work great with most any D&D derivative, but it does require some work not just adapting to your ruleset but to your play style.

It also has a small number of annoying errors, such as doors being described differently depending on which direction they are approached from, but a thorough read-through before running the module clears that up.



Rating:
[4 of 5 Stars!]
BLUEHOLME™ The Necropolis of Nuromen
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BLUEHOLME™ The Necropolis of Nuromen
by Alessandro V. [Verified Purchaser] Date Added: 02/08/2013 12:19:05

The graphic aspects and especially the images used are great! The adventure in itself is a good starting level dungeon crawl, that will appeal to new players.



Rating:
[4 of 5 Stars!]
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BLUEHOLME™ The Necropolis of Nuromen
by Gabor L. [Verified Purchaser] Date Added: 02/06/2013 14:26:26

Introductory first-level adventures are a hard genre to work in, because the fragility of starting characters means every hazardous encounter may be a character’s last, while a PC death may only be the party’s first. Perhaps for this reason, most intro adventures tend to follow patterns which make them very predictable: small humanoid lairs, static ruins with lots of abandoned storerooms, save-the-village quests. I have seen few attempts to break with the formulas established in Keep on the Borderlands, In Search of the Unknown, and The Village of Hommlet. The Maze of Nuromen happens to be based on the basic concept of In Search of the Unknown (with a hint of The Tower of Zenopus), the abandoned lair dungeon, which I suppose is logical considering it is written for BLUEHOLME™, a Holmes D&D clone.

There is a very promising outer charm to this (free) product: cartography, layout and the presentation of information all have a simple elegance which make the contents accessible, and the package attractive. Particularly notable are the wondrous public domain-sourced illustrations by Harry Clarke, whose decadent art nouveau pictures suggest a strange fairyland atmosphere, and which were the reason I downloaded and read this adventure.

Unfortunately, The Maze of Nuromen does not rise above a competent but average B1-inspired starter dungeon, and Clarke’s influence is not in particular evidence. Although the backstory has a high fantasy element that sounds interesting, what we have in the room descriptions are the same old armouries with corroded weapons, kitchen with discarded pots and pans, and barrack rooms with beds and a bunch of skeletonised guys still sitting around a card table (a low level dungeon encounter if there ever was one) – content which is elementary, mostly mundane, and lacking in potential for varied interaction.

Of course, Nuromen is presented as a beginner’s adventure, so it should theoretically be all new and wondrous to new gamers. There are two issues I would take with this line of reasoning: first, the realities of gaming are, very few beginners will start with the BLUEHOLME™ rules. Second, there is no reason why a beginner’s module should not have more of the good stuff – stuff that is fantastic, strange and unexpected. These elements are few and far between in this module, and although there are some inventive undead encounters – like with a phantom of a drunkard, or a nasty surprise packed in an iron maiden – they scarcely detract from otherwise routine dungeoneering. What if there was more of the illustrations’ essence in the gameplay? What if those elementary ideas were twisted around a bit, or used in an extraordinarily interesting way? What if there was a dynamic element, perhaps related to the backstory (which is an adventure hook, but not a strong, active part of the action)?

In summary, my problem with The Maze of Nuromen is not with the product per se, since it is a functional, playable meat-and-potatoes dungeon for first level PCs, and even gives off that elusive Holmes atmosphere if this matters. Rather, it is missing its own voice: it is one Holmes-inspired low-level dungeon among many, reusing the same ideas in a different combination. Get this one, get another, or cut up your own copy of B1 and rearrange the pieces: they will all be very similar. Dare we ask for more? Maybe not. If there is a lesson here, it is that sometimes that fancy artwork does not constitute a promise to go in with a certain set of expectations: it is often just artwork that happens to be very, very good.



Rating:
[3 of 5 Stars!]
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BLUEHOLME™ The Necropolis of Nuromen
by William M. [Verified Purchaser] Date Added: 02/01/2013 15:58:12

This is a wonderfully written intro module for the BLUEHOLME Prentice Rules. It has more "meat" to it than a lot of introductory adventures, and really presents a fully realized dungeon. There is enough background story to bring the game to life without becoming story centered, while throwing more than simple combats at the party.

Very impressed with BLUEHOLMES arrival to the realm of old school gaming!



Rating:
[4 of 5 Stars!]
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BLUEHOLME™ Prentice Rules
by William M. [Verified Purchaser] Date Added: 02/01/2013 15:51:57

Loving it! The layout is clean and crisp, the writing is accessible and a nicely polished and overall it is a fun read. I've read just about every retro clone out there, and while I genuinely like most of them to a degree or another, this one grabs my attention. I am eagerly awaiting the release of the Compleat rules.



Rating:
[5 of 5 Stars!]
BLUEHOLME™ Prentice Rules
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BLUEHOLME™ Prentice Rules
by Alessandro V. [Verified Purchaser] Date Added: 01/25/2013 14:12:34

Besides delivering on its promises (it contains the rules of the blue edition with a good presentation), the graphical part of this book is fantastic! The choice of images chosen is really great and well edited!



Rating:
[4 of 5 Stars!]
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Creator Reply:
Matching Henry J. Ford\'s great illustrations to the text was tremendous fun - my favourite is the PC hiding behind his hireling on p.54! Mr Ford certainly sets a high standard to match for the upcoming art crowdfunder for the Journeymanne Rules.
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