I have a tendency to forget to update people on what I'm doing with the BLUEHOLME™ Compleat Rules, so hopefull this thread will help those who are interested keep up with developments while helping me to stay on track.
PART 1: INTRODUCTION and PART 2: CHARACTER GENERATION are done. I am currently pounding my way through the expanded PART 3: SPELLS. The addition of the witch character class means, of course, that this will take a while. Because quite a few spells are shared by all three classes, I will have to follow the system of arranging all spell descriptions alphabetically in order to keep the page count down.
In terms of incentive, it's not as if I needed any more inspiration with the excellent new cover art staring at me from my monitor every day. Here’s a little sneak peek:
I am thankful to all the original creators of this hobby and to all the work done by it's current guardians. Every time we play, we get to visit a different world, explore it, marvel at it's beauty....and take treasure from the bad guys!
A little hiccup in the form of hardware - I need to get my computer working again! No files are lost (because I back up!), but I hope the desktop is not a total loss. For now I'm reduced to my notebook at home ...
. . .while character races no longer exist as such.
What that means is that characters are not restricted to the traditional four races from Holmes (dwarf, elf, halfling and human). Basically you can play any race within reason and with the agreement of the referee.
You will still be able to port over any Prentice character into Compleat, the rules will be 100% compatible. Compleat just has more choices.
I will make Prentice available for at-cost print on demand when I'm sure as much errata as possible has been caught and eradicated. This will probably be some time after the release of Compleat, as the latter may throw up some issues that weren't obvious at levels 1-3.
It's something I've always wanted to do since my first reading of the RuneQuest rules in 1983. It just seemed so logical the way Steve Perrin described it. Reading Eric Holmes saying basically the same thing decided it.
You may be wondering (at least I hope you are!) at the lack of updates lately. Well, I managed to squueze out the spells chapter recently and make a few inroads into Adventures and Monsters, but then I did A Foolish Thing. Someone asked me to take over as chairman of the practice committee of my professional institute, and BLAM! my free time was vapourised!
Luckily the handover panic has kind of died down and I have got a few outstanding reports out of the way, so hopefully that stuff will tick along in the background without too much trouble from now on and I can get on with the important work of the BLUEHOLME™ Compleat Rules.
Things are moving nicely in the BLUEHOLME™ Compleat Rules writing department. One of the additions compared to the Prentice Rules is that there are more examples. So, tell me - what sort of things would you like to see clarified in the rules? Are there any particular procedures you find a little difficult to unravel on first reading?
Last night I finished the first draft of Part 7: Treasures. That means I am now on the last chapter, Part 8: Campaigns. This chapter will be about designing adventures in the Underworld, the Wilderness, and the Realm. There will also be a slice of advice for referees on campaigns, house rules, character advancement, and the like. This, of all chapters, will be interesting to write because it relies very little on the d20 SRD or the original rules. It will, however, draw on Holmes’s ideas on creating a fantasy life in a game without end.
Okay, before I get too excited, I know that the first draft is just the start of a lot of work – there is the first edit, the proofreading, the re-writing, the continuity checking – and that’s even before we get to layout. But at least the end is in sight, and once layout is done I will be able to get quotations for artwork and see about setting up that Indiegogo for funding the same.
Which brings to mind a question, do any of you have any pointers with regard to making that all-important Indiegogo video? I must admit to complete ignorance on that front.
Well, I must admit there are distractions ... there is also a little RQ2 clone called GLYPHMASTER™, and I still muck about with Ancient AEONS™ any time of day or night when the muse happens to strike me about the head. And I don't exactly have a lot of free time. But, yeah, it's a buzz to be in the home run.
Just a very quick one ... I'm taking a break from writing and working on the sample wilderness map for the book. It's based on a well-known hex map, although there are no hexes in BLUEHOLME™, only witches. As you'd expect, the map depicts the great outdoors, and there are times when players might stake their very survival on traversing it.
Time for another little BLUEHOLME™ Compleat Rules sneak peek – this time, an in-progress shot of the sample dungeon map. Of course, in the spirit of BLUEHOLME™, those of you with a long history in the game may spot some homages in there.
This snapshot is straight off the drawing board, obviously there will be a few additions in the form of doors, room numbers, annotations, etc. courtesy of ye olde photoshoppe. Anyone care to guess where the original inspiration for this comes from?
I'm talking to some illustrators about the sample wilderness map. I have decided that there are people out there with far greater skill than me, so I will almost certainly farm that out.
It also kind of looks like that free dungeon handout from the UK back in the 70's/80's.
You could be onto something there, but I'm not aware of a free handout version. The original was published in the 1980s in a paperback book about the world's mos popular roleplaying game. I'll need a name before I declare the no-prize won.