Character Creation Challenge: Low Fantasy Gaming

Today for the character creation challenge I depart from the clear and obvious retro-clones I examined before (e.g. Old School Essentials, Blueholme) and make a character in Low Fantasy Gaming (LFG). This will be just as much of a character creation process as a review of the game itself, so keep that in mind as you read ahead.

Paging through LFG you sometimes feel echoes of other RPGs like D&D 5E (short and long rests) and Dungeon Crawl Classics (DCC) (‘Luck’ plays an important role, and sometimes casting spells requires consulting a table to see the result), and yet it has many other virtues that make it stand out on its own. With the motto “Less Magic. More Grit.” it is a dangerous game. Let’s create a character to see what this all means.

Low Fantasy Gaming

The first thing you notice is that there are seven attributes instead of the normal six (Wisdom is effectively split up into Willpower and Perception). For these attributes you get one 15 and you can then can roll 4d6, drop the lowest, and do this six times and allocate as you see fit. I have to admit that I am so used to rolling 3d6 six times and distributing, that even though I read the above rule, I still just rolled 3d6 (seven times in this case) and distributed them, thus depriving me of a guaranteed 15 (which would’ve given me a +2 modifier). Still, I rolled well so I am not bothered. It is interesting to see Willpower and Perception as separate attributes, and it does make some sense (Perception helps avoid ambushes and Willpower allows you to avoid fear, charm, and madness effects).

I then moved on to choosing my race. I went with dwarf. Dwarves have a simple set of abilities: advantage vs. poisons and magic, magical healing is half the normal effect, they have a 50% chance of sniffing out gold within 60 feet, and they have night vision. I am used to dwarves being resistant to magic, and I like that rule, but it has usually been to arcane magic, here we see healing magic included. The ability to sniff out gold reminds me of DCC dwarves and I like that ability, you can have a lot of fun with that in social encounters with people claiming they don’t have gold with them (and they do and the dwarf can sense it), or if you are passing a concealed area in a dungeon and no one notices it until you tell the player using the dwarf that he senses gold nearby leading them to discover this new room. I also like that they have better night vision than humans but they are still blind in the absence of light, I’ve seen too many games and gamers get lazy with dwarven darkvision, with both players and GM’s just assuming they see everything (My game of choice, Castles & Crusades (C&C), has a large variety of vision types – deepvision, darkvision, duskvision, twilightvision – and it adds a lot more to the game).

LFG only has one saving throw, called Luck. Each time you encounter a new situation you make a luck roll and add the modifier from the relevant attribute (so if you are trying to avoid falling into a pit trap, you’d add your Dexterity modifier, and if it is versus a charm effect, you’d add your Willpower modifier). Your Luck score goes down as you succeed on tasks and is regained slowly during long rests. It does remind me of DCC’s Luck score, although unlike DCC with its over-the-top spellcasting system and potential to burn through your luck to enhance your actions, this is more restrained. I like this approach. I do love DCC, though, in fact, it is by far the RPG I play the most at conventions, but that is typically because in a four hour game with a pregen I’m not really invested in, I am more than happy to burn through my luck to try and achieve whatever staggering feats of power I can summon forth in this short period of time. However, DCC is probably not a game I would play in a regular campaign – there is just too much chaos, uncertainty, and insanity involved. Whereas LFG has hints and echoes of things you find in DCC, but they are better set up (for me, obviously, remember that this is all a matter of my personal preference) for a longer term campaign.

My LFG character, a dwarven cultist.

For the class, I chose Cultist. I chose a deity called Graxus, which represents war, courage, and glory. His symbol is the iron fist, and he wants his adherents to “live boldly, or not at all,” which I think fits a dwarf. A cultist gets an ability called a blessing. Gorath, my dwarf, received one. I chose ‘Blessed Weapon’ which allows his hammer to count as magical for several minutes. At 3rd, 6th, 9th, and 12th level he will get Unique Features (similar to feats), so that form of advancement resembles modern versions of D&D. There will also be a variety of other Cultist class abilities that kick in as Gorath advances.

LFG makes use of a Long Rest and Short Rest mechanic. Any D&D 5E players will probably perk up at that, but in LFG it operates slightly differently, which makes me happy. I have to admit that the Long/Short Rest mechanic was one of the reasons why I quit 5E. In my four years of playing 5E I mostly saw people resting and taking naps all the time and replenishing their health and class abilities. In the 5E campaigns I ran during that time I tried to implement the “gritty realism” rules from the DMG to increase the length of the Long/Short Rest, but I wasn’t happy with it, and when I quit 5E and switched to C&C I was overjoyed to get back to healing 1 hit point every 24 hours (finally, there were no more superhero characters). LFG takes the Long/Short rest and adds some randomness to it. A Short Rest can occur up to three times per 24 hours, and each time you can choose to get half your hit points, or recover one use of an expended class ability, or recover a Re-roll die. Then, when it comes to a Long Rest, that “requires 1d6 days of predominantly low key activity” (p.81), or if you are recovering “at an inn or other safe and comfortable location reduces the time to to 1d4 days” (ibid). I love that randomness! Why should healing always take the same amount of time no matter where you are and what you’ve encountered? If I would’ve known about this when I was still running 5E I would’ve used this rule for resting instead.

LFG has a lot to offer both old and modern gamers. I mentioned several examples above, one of the things I left out are the useful charts. When it comes to the “dark and dangerous” nature of magic, there are charts you can roll on if a spell doesn’t go off as planned. There are charts for hirelings, dungeon generation, numerous environmental encounters, madness, etc. If you can think of something, there is probably a chart you can roll on and get some wonderful insight or description to enhance the situation. So even if you don’t play LFG, the charts provide great campaign flavor for whatever game system you use (I make use of these charts in my C&C games).

The Low Fantasy Gaming Deluxe rulebook and the Companion (which adds even more options for LFG).

Character Creation Challenge: Basic Fantasy

Today for the Character Creation Challenge I take a look at Basic Fantasy. I quite like this game. When I quit D&D in 2018 and began looking for a new game to call my own, I reduced my options at the time to Castles & Crusades (C&C) and Basic Fantasy (BF). They were both important to me, because it allowed me to go old school, but not sacrifice advancements that have been made in game design since the 1980s. C&C uses a d20 system and models characters more off AD&D, and BF uses d20 and models races and classes off early 1980’s Basic D&D. I may have shifted to old school gaming, but I do want to be able to grab some of the useful ideas from 3E or 5E once in a while. C&C won out in the end as my game of choice, but BF remains important in that my Saturday Dragonclaw Barony campaign has been based on BF adventures since last summer and will remain so through (probably) this summer. As a result, I am making use of BF adventures and monsters for every Saturday adventure.

I began by rolling 3d6 down the line and wondered what races/classes would be available to me. As you can see below, I rolled very well! I chose dwarf fighter. Being modeled off early 1980’s D&D character creation is simple. The attribute bonuses and what they do are easily explained on the character sheet itself (perhaps the easiest and best explained of the character sheets I’ve used for this challenge). I rolled 3d6x10 for starting gold, got 100gp, and went about buying equipment (I wrote that down on the back of the character sheet in the equipment section). I bought the usual backpack, rations, rope, etc. After leather armor, a shield, hand axe, and light crossbow, were purchased, I had 23gp remaining and Ukrun was nearly ready for battle. I then just had to roll hit points, write down his dwarven abilities, reference the attack tables, and saving throw tables to complete filling in the sheet and he was done.

I’ve said this before with other entries in this character creation challenge, but I do wish there were people who ran BF at conventions, because I want to experience this game as a player. I guess I can only hope.

Character Creation Challenge: Adventures Dark and Deep

For this entry in the Character Creation Challenge, I made a character in Adventures Dark and Deep (ADD). This game is based on an intriguing concept (quote from the back cover of the Players Manual): “What if Gary Gygax had been allowed to go through with his plans for a second edition of the world’s most popular role-playing game?” Joseph Bloch took AD&D (including the additional material from Unearthed Arcana (UA)), as well as drawing upon articles in Dragon magazine and various online forums, and ADD is his interpretation of what that might have looked like. I find the results to be quite interesting. The game does feel like the next step after UA for the AD&D game (if not an alternate Gygaxian AD&D 2nd edition, it could be thought of as 1.75, if you consider UA as 1.5). UA added the barbarian, cavalier, thief-acrobat, and new playable elven, dwarven, and gnomish races. ADD builds on this. Additional classes you find in ADD are the jester, mystic, bard (as a full class of its own), savant, and mountebank. The Player’s Manual doesn’t just feel like an extension of AD&D, it even looks that way with a font that is similar if not identical to the AD&D 1st edition Players Handbook with similar chart and table formats. If you ever wanted to play a more expanded AD&D 1st edition without switching over to 2nd edition, then ADD is worth looking into (let me also add for those GM’s looking for OSR monsters, that the bestiary for ADD is one of the best collections of AD&D monsters you can get. It is over 450 pages and has over 900 monsters).

But enough of this introduction, let’s move on to my character.

I decided I wanted to make a Jester. This was a way for me to make an expanded AD&D-type character. I had to re-roll my attributes (3d6 six times) several times before I was able to meet the requirement of having at least a 13 in Dexterity, Intelligence, and Charisma. I then did the usual of populating the attribute scores, writing down what the modifiers do, consulting the saving throw charts, rolling starting coin and buying equipment. All of that is like AD&D. What stood out, however, is that much of the character background and character building material in AD&D which you had to get from the DMG (such as social class, birth order, family traits) are in the ADD Players Manual. I always loved choosing that in AD&D but going through two books at the same time – or three if you were also using UA – was a hassle. ADD has all of that in one book in the order in which you need it.

As for the Jester, what do they get? Frankly, quite a lot of unique abilities. Their powers and abilities are: verbal patter, tumbling and performing, pranks, spell use (starting at 3rd level), attract a troupe (10th level). The verbal patter is broken down into subcategories: assure, distract, befuddle, enrage, etc. These all go up percentage-wise like thief abilities. Likewise, tumbling and performing is broken down into: evasion, entertain, falling, balance, fire breathing, juggling, knife throwing, sword swallowing, etc. Like any other AD&D thief-like character, you get a lot of abilities, but they start out quite low (my evasion is 10%, balance is 20%, juggling is 25%, and so on). All these abilities are laid-out in charts, so they are easy to reference. This would be a fun class and character to use with all his acrobatic maneuvering possibilities and the different ways in which he could manipulate his target’s perceptions!

All in all, I had a lot of fun making this character. It was a pretty big shift from the previous characters I made in this challenge from games that were clones from 1977, 1981, and 1983 Basic D&D with their much more simplistic and bare-bones rules, but if you love referencing AD&D 1st edition-inspired charts and tables, this will make you happy! Much like Old School Essentials, and Blueholme, I’d love to play this at a convention, but I get the feeling that this has a much smaller group of adherents. I own all of Joseph Bloch’s ADD books (Players Manual, Game Masters Toolkit, Bestiary, Adventures Great and Glorious, and Castle of the Mad Archmage), but I make use of them for inspiration in my game of choice: Castles & Crusades.

Character Creation Challenge: Swords & Wizardry

I love the evocative old school feel of Swords & Wizardry. Unlike many of the previous games I covered in this series – Blueholme, Labyrinth Lord, Rules Cyclopedia, and Old School Essentials – where I own and have read through the game, but never made a character, Swords & Wizardry (S&W) is a system that I have played a couple of times before (at GaryCon and GameHole), so I do have some experience in the character creation process.

Swords & Wizardry Complete and my Druid character, Ronan.

I decided I wanted to make a druid, but when I rolled 3d6 six times I didn’t get two 13+ attributes I needed for a druid (you need at least two 13’s for the prime requisites of Wisdom and Charisma). I rolled two more sets of attributes before I finally got two numbers that could meet that requirement. Since S&W has such a close affinity with D&D from 1974-1978, character creation is quite simple. I like how once I distributed my stats all the essential information that I needed to make note of from those stats could be placed within a box to the right of them. After that I wrote down a few druid class abilities (neutral alignment, spellcasting – I get one spell, and noted my +2 on saves versus fire). There is only one saving throw number to note in S&W, so that keeps things simple. I rolled my starting money (3d6x10) and only got 40 gold pieces, but luckily being a druid I don’t need much, so I bought a spear, sling, leather armor, and some basic supplies and I still had 23gp left over. I rolled my hit points and noted my armor class. All done, he’s ready for an adventure! Now if only there were some upcoming S&W game I could play in for Con of the North or GaryCon.

My Druid, Ronan Coglan.

Character Creation Challenge: Old School Essentials

This time I return to a retro clone of the 1981 B/X Basic set from 1981 (I previously covered Blueholme, Labyrinth Lord, and the Rules Cyclopedia). Although my first introduction to D&D was the 1983 Mentzer red box, I find myself all these years later gravitating toward the early 1981 Moldvay Basic/Expert box sets. Although the game system I use is Castles and Crusades, regular readers of my blog know that I run two campaigns, one draws upon Barrowmaze (which uses the Labyrinth Lord system), and the other is drawing upon Basic Fantasy game material. So for the last couple of years my C&C games have been heavily involved with 1980’s style D&D material.

Old-School Essentials (OSE) is a damn good game! As you can see from the picture below, I got it when it was originally known as B/X Essentials and was available in small booklets. But when Gavin Norman re-branded it Old-School Essentials, he raised the bar. I think this is the best put together and organized presentation of the 1981 Basic D&D game. These are sturdy hardcovers, with amazing old school black and white artwork, as well as multiple full color two-page art spreads throughout. And the rule presentation is incredibly helpful and succinct (the books also have useful endpapers with all the essential charts, why don’t other companies do this?). I really love OSE! Gavin also makes the evocative Dolmenwood faerie tale setting (I have all the Wormskin zines – see the picture at the bottom – which lay out portions of this setting), and once he brings out a complete Dolmenwood setting in the style he’s done for OSE, then that will most likely be my next C&C campaign. But let me get to character creation!

Old School Essentials (and its predecessor, B/X Essentials)

As you probably gathered from the above discussion, I read his OSE and Wormskin books/zines and marvel at the creativity and organization, but I have yet to make a character in the system. So this is that chance!

I rolled some decent stats: 11, 12, 10, 14, 9, 12 (3d6 6 times and distributed as I desired). I chose to make a Thief, since I haven’t done so yet in the character creation challenge, and I wanted to see their OSE capabilities. The information regarding what an attribute score gives you is straightforward, made more so by the fact that Gavin puts all the essential material on one page – or on facing pages – so you always have everything you need to see right in front of you. All the thief material was on two facing pages and I recorded all my abilities. The saving throw charts were easy to read and record on my character sheet, and after rolling my starting coin (3d6x10) and getting 140gp, I proceeded to buy my basic equipment. Again, the ease of reading the charts and the descriptions of whatever you are seeking information on (i.e. attributes, class abilities, equipment) are succinct and aren’t burdened with excess verbiage. The book is small in size (A5), so there is a need to flip through the book more than you would find in a larger A4 book, but the organization of material easily makes up for that and I do like the compactness (if I can find someone who will run OSE at the GaryCon or GameHole conventions, then it will be easy to bring my books with me).

My OSE Thief, Reinfrid

To be honest, that is all there is to it! If you choose to use older-style descending armor class and THACO, those charts and information are obviously shown, but if you prefer to use ascending armor class and hit bonuses (like I do), that is also listed. My personal game of choice may be Castles & Crusades (with C&C I can use D&D material from OD&D to 5E effortlessly), but I want to play OSE at conventions if I can, and I will be drawing upon Gavin’s game advice in the OSE books to guide my C&C games, and when Dolmenwood comes out, I will be using that material as a future campaign. So although my OSE books are currently not being used as much as they deserve, they are not collecting dust!

My Wormskin zines.

Character Creation Challenge: Rules Cyclopedia

Previously in this character creation challenge I explored 1977 Basic D&D via Blueholme, and 1981 Basic D&D via Labyrinth Lord. I now chose to make a character using the 1983 Basic D&D via the Rules Cyclopedia (a 1991 consolidation and revision of the Basic, Expert, Companion, and Master box sets that were released from 1983-1985). The 1983 Basic red box set was my very first D&D game product, so these rules are quite special for me, since those rules along with the art by Larry Elmore and Jeff Easley defined D&D for me and set me off on my RPG journey. By the time the Rules Cyclopedia came out in 1991 I had already switched to AD&D 1st edition and it was in 1992 that I began AD&D 2nd edition and a Forgotten Realms campaign that would last until 2018 (when I left behind the Forgotten Realms and D&D for my homebrew world using Castles & Crusades), so except for admiring the incredible Jeff Easley cover, I never used the the Rules Cyclopedia.

The Rules Cyclopedia, a consolidation of most of the BECMI D&D.

Character creation is pretty simple. I rolled 3d6 six times and distributed them the way I wanted. Unlike my Labyrinth Lord character, who had attributes that were 10, 15, 11, 5, 7, and 8, I rolled much better for this character: 14, 12, 13, 12, 13, 9. Since I chose to make a dwarf, I put my best numbers in Strength and Constitution. The high numbers ensured that Thrafith would get a +5% experience point bonus. I rolled for starting gold (3d6 x 10) and only got 70gp, so he was not going to be purchasing a lot! After buying basic adventuring materials such as rations, hammer, iron spikes, rope, tinderbox, and some clothes, I decided he would be happy with just a battle axe, shield and leather armor. He had 14gp left over. This rules set only has three alignments – lawful, chaotic, and neutral – and I made him lawful. Thrafith’s dwarven abilities are as you would expect: infravision, detection of stone traps, sliding walls, sloping corridors, and new construction. Finally, I filled in the “To Hit” chart and my Saving Throws (both could be found in tables found much later in the Rules Cyclopedia, however, the page numbers are conveniently listed in the character creation chapter at the beginning of the book).

The first page of my character sheet using the Rules Cyclopedia

If you want to run a Basic D&D campaign from 1st until 36th levels, this is the book. It has everything for players, and with a monster manual and rules advice, it has everything a Dungeon Master needs as well (the book is 304 pages, but keep in mind the format is three columns, with a small font and narrow spacing, so it is quite packed with information). Well, that is it for this character creation post, coming up I will cover Basic FantasyOld School EssentialsAdventures Dark and DeepSwords & Wizardry, and Low Fantasy Gaming.

The 1983 Basic D&D Box set (sadly, not my original box).

Character Creation Challenge: Labyrinth Lord

After previously making a Blueholme character for the Character Creation Challenge, today I used Labyrinth Lord (LL). I do have familiarity with LL, since my Tuesday Castles & Crusades game is based in the Barrowmaze and that was made for LL, thus on a weekly basis, I make use of LL encounters, monsters, traps, and ideas. Still, I’ve never sat down and made a LL character before. Whereas Blueholme is based on the 1977 Basic D&D set, LL relies upon its successor – the 1981 Basic D&D set.

Labyrinth Lord and Advanced Labyrinth Lord

Character creation begins as follows:
“Character Abilities must be determined by rolling randomly. Roll 3d6 for each of the abilities. The Labyrinth Lord may allow you to roll abilities in any order, or in order as listed here.” I rolled and got less than stellar attributes (5, 8, 7, 10, 11, 15), but since I am the Labyrinth Lord for the purposes of this character creation, I distributed them the way I liked. I chose to be a Halfling and put my best three scores in Dexterity, Constitution, and Strength, and the three low attributes in Wisdom, Charisma, and Intelligence. The result is that Elmin will get bonuses to his armor class, missile attacks and initiative, but when it comes to Intelligence, he is unable to read or write!

My character made using the basic Labyrinth Lord rule set

Since LL is based on 1981 Basic, your race is your class, which is a simplicity I really like (the game I run – Castles & Crusades (C&C) – models character classes more on AD&D, but race-as-class has been brought into C&C – in the World of Aihrde, for example – and I am in the process of doing that as well for my C&C homebrew campaigns).

I like the Halfling racial abilities: 90% hiding in outdoor settings, hiding in shadows underground on a 1-2 on 1d6, initiative modifier of +1 when alone or traveling with other halflings (I would really love to have a halfling-only party! I don’t see that happen much anymore in gaming, most people go for a very diverse group of characters, but to have all halfings, dwarves, or elves, could be a lot of fun), +1 on missile attacks, AC is -2 versus larger than human size creatures, and halflings get a d6 hit die.

I gave Elmin a Neutral alignment. LL uses the three alignment system of chaotic, lawful, and neutral. As I mentioned in my Blueholme character creation, I like the stripped down system (C&C uses the full nine alignment AD&D system, but putting greater emphasis on the cosmic alignments of law and chaos in my Barrowmaze game adds some unique flavor to that campaign). Finally, I rolled his starting money and got 140 gold pieces, after buying weapons (short sword and sling), armor (leather), and essential items such as backpack, bedroll, torches, rations, waterskin, etc., he ended up with 99 gp. Also, even though half his attributes are below average, he still gets a +5% XP bonus since his prime requisite of Dexterity is higher than 13. It was a lot of fun making Elmin, and it went very quickly. I do like being able to make characters quickly.

So that is it for this character creation. So far I’ve done Blueholme and LL, coming up through the remainder of this month is BECMI, Basic Fantasy, Old School Essentials, Adventures Dark and Deep, Swords & Wizardry, and Low Fantasy Gaming.

Character Creation Challenge: Blueholme

There is a Character Creation Challenge going on where you’re encouraged to make a character a day for the month of January. That’s a lot of characters and I doubt anyone wants to see me make 31 characters. Still, I do want to make make use of a reduced version of this challenge as an opportunity to make characters using game systems I own, but don’t know when I will get to play them. So I have printed out character sheets for Blueholme, Labyrinth Lord, BECMI, Basic Fantasy, Old School Essentials, Adventures Dark and Deep, Swords & Wizardry, and Low Fantasy Gaming. Those are the eight-game systems for which I plan to examine the character creation process (a more relaxed 2 characters a week instead of one a day!). It will be a great way to compare and contrast races and classes in these various systems. First up, Blueholme.

Blueholme
This is a retroclone of the Basic D&D set of 1977 (the first of the Basic sets). This is a much simpler form of D&D and one for which I would love to participate as a player just because I could sit down and play and not have to puzzle over lots of rules (e.g. races only have 2-3 traits, and all weapons do 1d6 damage).

Character creation is simple in Blueholme: 10 steps detailed in one column of one page.

Following the Generating A Character, step 2, I took out my Game Science dice (you’ve got to use dice that Louis Zocchi has been making dice since 1974 for this retroclone, right?), rolled 3d6 and wrote the numbers down as I rolled them down the line from top to bottom. This meant that the results of my rolls would determine what the species and class of my character would be. You can also see from my character sheet below what the attribute adjustments are – not much to write down – just some extra followers and two extra languages! Like I said, a very simple system!

My Elven Fighter Mage, Elyon.

With good rolls in strength, intelligence, and charisma, and with my lowest score in wisdom, I looked at my species/class options. Blueholme has four classes: Fighter, Cleric, Magic-User, and Thief. There are also four species: Human, Dwarf, Elf, Halfing. I chose to utilize my high scores in strength and intelligence to make an Elf Fighting Mage (mixing elements of the Fighter and Magic-User classes). This is one of the more complicated combinations you could probably make for Blueholme, and yet it was effortless. If you look at my character sheet, it took but a minute to write down my three Elven racial traits, the fighter class gave me nothing special (except saving throw numbers and the ability to use weapons), and for magic-user I just had to write down that I have one spell.

I then picked my alignment. Alignment is simplified in Blueholme: lawful good, lawful evil, neutral, chaotic good, and chaotic evil. I chose chaotic good. I do like this simplified alignment system, it isn’t as bare-bones as the lawful, chaotic, and neutral options you find in other early D&D games, and yet not as (sometimes) cumbersome as the nine alignment system. I sometimes wonder whether I should simplify my Castles & Crusades game from nine to five (I think I would want to playtest this in a Blueholme environment to see how it works out in game play). Of course, being a philosopher I do have a bit of an obsession sometimes with morality and alignment and I love to see these challenges play out in game play, but perhaps the challenges could be more fun with five instead of nine alignments?

I then rolled my wealth (3d6x10), got 140 gold pieces and then went to the one page equipment section to buy basic things an elven fighting mage might need. When I was finished I had 77gp remaining. To be honest, I think picking equipment took the longest for this character and all I got for him was a sword, bow, backpack, rations, torches, rope, wine skin, and a tinder box. Lastly, I came up with a name – Elyon – worked out my experience (you add the fighter and magic-user requirements together, so Elyon would advance slowly, however, with a high attribute in strength, he would get a +5% XP bonus), and then I wrote down my saving throws (you choose the best from fighter and magic-user).

The whole process was quick and easy. There is something elegant in such a simple system. I used the the Blueholme Prentice Rules, which covers levels 1-3 (just as the original Holmes D&D Basic Set did). However, there is a Journeymanne Rules set that takes the Holmes rule set from 1977 and allows character to go from levels 1-20. So Blueholme is a game system that you could use to run an entire campaign. I hope someone will run Blueholme at a convention like GaryCon or GameHole, because I want to give this a try!

Well, I had fun with this and I hope you did as well!

BlueHolme Prentice Rules (lvls 1-3) and Journeymanne Rules (lvls 1-20)