Made a lot of progress on Perilar Dark Weaver map generation. Hopefully this week I'll get ruins finished.
Updated StupidComments.css to block some more inline "affiliate" blocks and Youtube spam segments.
I started making a console Pomodoro timer, and it works, but needs persistence and a teeny bit of task management before I can release it. Very soon.
RPG-wise, I wrote a bit more of my "survival D&D" game Delvers in Darkness (aka Dungeon Hell), which is looking to come in well under 16 pages for a full Holmes-type dungeon game; maybe 32 if I write more on the setting, which since I complain about that in everyone else's games, I should. Haven't looked at my light game in a bit, and don't know when I'll get back to that.
Just a collection of the charts from Blueholme, plus a new chart listing all the monsters with Size, AC, HD, Movement, Damage, Align, Treasure, Page; that's super helpful for a game with some weird monsters.
The front and back covers don't show up in Preview or Skim on Mac, only in Adobe's reader (ugh), but the clean art version does on page 3, and the interior seems to render fine. There's some scaling & half-toning artifacts in a few pieces, some of which are rendered differently but also wrong in Adobe. I think the editor needs to ship printable and screen versions.
There may be too much whitespace and large fonts. Holmes was Futura 10 or 11pt, mostly tightly-packed paragraphs; maybe that's too small for quick reference sheets, but this goes too far the other way. The art's great, though. Like the main book, it has the tone of the original Holmes boxed set, but modern artists.
You could make a home-made Referee screen out of these pages, but you'd have to do some editing: Pages 16-17 are the combat charts, but Turn Undead is buried with the classes on page 7, and page 11 has the movement & getting lost charts.
★★★½☆: It's a buncha charts.
Coincidentally, I'd been thinking about and writing some notes for using Blueholme in a Discord or Skype chat game, so this comes at a good time.
Housekeeping note: I'm still too busy with programming on the new Perilar, and some other things, to get back to my tabletop and/or online chat games regularly, but I'll be moving all my RPG stuff over to this blog from Mark Rolls Dice, I'd like to have one site to maintain which I own.
So, start with basic principles. How do I run games.
I'm a caveman from the '70s and '80s, so my Old-School is literally old and from school, as noted in Five Games. The Old-School Renaissance is my frozen caveman ass being thawed out to do it again.
There's a bunch of guides to how to do this, but they're kind of bullshit. Matt Finch's Quick Primer for Old-School Gaming is close to my view, and has gameplay dialogue examples which can be read in funny voices, but it goes on too long about irrelevant stuff. Principia Apocrypha and a bunch of other bloviating diatribes just go on forever, I started to nod off, make a little hand-puppet with my hand and flap its mouth up and down.
Here's my OSR principles:
- Let the dice fall where they may. ( Knights of the Dinner Table's Law )
- Be excellent to each other. ( Bill & Ted's Law, the inverse of Wheaton's Law )
- The Referee is always right, but the players can choose to stay or leave.
- Rules are just recordings of what we've previously done. We can change them at any time.
Like the Three Laws of Robotics, each principle is tempered by the ones previous: The Referee can override new rules. But, be excellent to each other. But, don't cheat and take away risk.
Finally joining the 21st C (or at least looking at more than the SRD ):