The Dave Arneson's Blackmoor Discussion Forum



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 Post subject: Re: Blueholme the Simulacrum
PostPosted: Jan 27, 2013 5:48 am 
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Well, now, reception seems to be pretty up-beat about Blueholme. Check out this post for some links to blogs reviews:

http://dreamscapedesign.net/2013/01/27/ ... e-reviews/

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 Post subject: Re: Blueholme the Simulacrum
PostPosted: Jan 27, 2013 10:31 am 
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I just had a look at the Maze of Nuromen.
Well, for the rolebook, the content couldn't be a surprise (we all know that rules, more or less by memory or almost), but i appreciated a lot the images and presentation.
The adventure, however, was a positive surprise both under the content point of view (maybe a bit difficult for a 1st level party? I should playtest it before saying so... and I really think I will do it) and under presentation and images (absolutely great! this aspect has been kept at a very high level throughout both books).
The only (tiny) negative comment from me is about the choice of the name Nuromen, that doesn't fire up my immagination (to me it sounds like the name of a medicine, rather than the name of an ancient necromancer, but that's just a secondary detail...)

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 Post subject: Re: Blueholme the Simulacrum
PostPosted: Jan 31, 2013 10:00 am 
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Hi Yaztromo, and thanks for the positive feedback. The credit for the Maze really goes to the author of the original, Justin Becker. You can download it in its original Holmes form from his blog, The Forbidden Mazes of the Jenerak. I mostly just converted it for use with Blueholme, and selected the PD artwork that seemed most fitting to this creepy place. The Maze is tough, but it's intentional - Blueholme, like its original inspiration, is intended to encourage players to use their wits to overcome obstacles, to hire hirelings and attract henchmen, and to make good use of the reaction table.

I can't claim credit for the name of Nuromen, either! However, it has grown on me - although it caused me a few problems with the first file I uploaded because I'd subconsciously transformed it into "Numenor" in some places ...

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 Post subject: Re: The BLUEHOLME™ Project
PostPosted: Mar 30, 2013 6:19 am 
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I've posted a more comprehensive update of where I am and where I'm going with the BLUEHOLME™ Compleat Rules on the Dreamscape Design website:

http://dreamscapedesign.net/2013/03/30/ ... ete-rules/

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 Post subject: Re: Blueholme the Simulacrum
PostPosted: Mar 30, 2013 3:14 pm 
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Cool,
any thoughts on adapting Blackmoor specific creatures? :)

Should be easy enough I suppose... :)

-Havard

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 Post subject: Re: Blueholme the Simulacrum
PostPosted: Apr 21, 2013 10:36 am 
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Although the whole point of BLUEHOLME is to fit into the Holmes vibe (which basically comes from the 3LBBs plus Greyhawk, with a whole lot of wild and crazy stuff thrown in), I'm thinking of ways to provide things "outside the box" as it were. This kind of thing will come in the form of free downloads, or I'll find a way to work them into the Adventures in Blueholme later. The Blackmoor material would make an ideal basis for a water campaign - there's Dagon and the whole frog men thing going on in the Maze of Peril ... :twisted:

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 Post subject: Re: Blueholme the Simulacrum
PostPosted: Nov 01, 2014 3:58 am 
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I am now waiting for my print proof copy of the BLUEHOLME™ Prentice Rules perfect bound edition to arrive in my letterbox. It might be a while, so be patient - even if all goes swimmingly, it takes a while for things to wing their way to me across the Pacific.

If things don't go swimmingly, of course, it may be back to the drawing board for some serious reformatting ...

http://dreamscapedesign.net/2014/11/01/pod-people/

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 Post subject: Re: BLUEHOLME™ the Simulacrum
PostPosted: Mar 17, 2017 9:03 pm 
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A long-awaited (and long!) update on the BLUEHOLME™ Journeymanne Rules:

https://dreamscapedesign.net/2017/03/18 ... e-the-art/

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