Next month at a local RPG con, I plan on running the Holmes Basic sample dungeon, Tower of Zenopus, and I intend to run it using Holmes Basic/Blueholme rules. I’ve run it in the past before using B/X, and one of the reasons why I want to run this at the con is that I’ve run it before for a library program and know I can run it in a 6 hour timeslot.
Now, because I am a very busy person with a day job, a weekly column, a gig moonlighting as a retro-game reviewer, and will be shipping out a book I’ve published this month, I was hoping to find some reliable char-gen out of the OSR community so I wouldn’t need to roll up 20 characters by hand. I mean, it wouldn’t take me more than a couple of hours, but still, I wouldn’t mind saving the time.
What I found in the character generators I came across was interesting… While they had some really good features, particularly equipment generation, they either made the mistake of assuming Holmes used B/X’s magic system or they paid lipservice to the INT % modifier but did not calculate a list of known spells. Typically, they would just list one random level one spell that the MU/Elf knew.
I think part of it boils down to early D&D weirdness; the early games don’t actually work the way that most of us assume they work. Whether it’s giving all Magic Users “Read Magic” “because you need it to learn spells” or having B/X characters learn new spells from scrolls and having a spellbook containing more spells than the character has levels, DMs do a lot of stuff that’s not in the book. I’ve done it, too, sometimes from ignorance, sometimes for convenience. But we tend to make a lot of assumptions on how things works and cobble something together from memory and experience of multiple different systems rather than go by the rules.
I’ve never run pure Holmes before. In fact, this summer’s Ultralich mini-campaign is the first time I’ve tried running pure B/X [usually I’ve done weird alternate magic rules that are slightly more AD&D-esque, because those have a more Vancian feel].
I want to get that weird “this is not like D&D you’ve ever played” experience from the game I’ll be running, so I’ll be adhering to the following:
-No STR bonuses. Yes, that’s right, OD&D and Holmes did not have Strength bonuses. STR was purely a “roll under” stat.
-Magic Users will have their spellbooks with all 1st level spells, some of which they’ll know, others they will not.
-Dex-based paired initiatives.
-No Variable Weapon Damage
-Variable Weapon Speed
We’ll see how it goes! I’ll be brushing up on Holmes the next few weeks and see just how little I actually know about this edition!