I really, really enjoy Holmes Basic; I didn't enjoy it at first, but I believe that that's because I didn't get Holmes Basic, and there's so much to get that might not be apparent at first. Yes, Holmes Basic is very, very basic (all weapons do d6 damage, for example), and not much like the Moldvay or Mentzer boxes that would follow it years later at all. What we have in Holmes Basic is built on the legacy of the '74 white box (and supplements) and aims to capitalize on the simplicity of it while smoothing out the strange complexities of it. Effectively, Dr. Holmes tries to take all of the rules necessary to play the first three levels of the game and put them all in one place. The words "of the game" are important here because "the game" is not AD&D (which hadn't been released yet) nor a continuing series of successive rules boxes (like BECMI), but it's OD&D. Let me say that again in a slightly different context: Holmes Basic wasn't a game in and of itself, but rather a jumping off point to lead new players into the world of the '74 white box game.
When I realized this, my brain yelled, "Hold up, Holmes just got interesting."
Since... well, since the internet, it's been very obvious that interest in OD&D has grown, including my own. The fact that a game like Swords & Wizardry exists (and I get to play it every Saturday night) is testament to this fact. I'm sure we've all read them and, while some of us will defend them to the death as the perfect iteration of the game (with our without some ideal combination of supplements and articles from The Strategic Review, Alarums & Excursions, the Dungeoneer and/or White Dwarf), the rest of us likely admire many of its features (such as its open-endedness and DIY-ness) but bemoan many of its more complex or confusing bits (such as a lack of a real combat system). The thing about Holmes is that it takes the confusion, clears it up (as best as could be done under the existing OD&D rules) while holding on to the features that players (including modern players) love about the original ruleset.
Now that I've decided that I love Dr. Holmes's edition of Basic, I have a new problem. Other than +Zach Howard of Zenopus fame, I'm not sure how many other players out there have the same love of the Doc's rules that I do. And it's not like there are new copies of it being printed, nor is it on DnDClassics, so I was kind of out of luck.
And then along came BLUEHOLME.
BLUEHOLME Prentice Rules is the first of a two-part ruleset, the second being BLUEHOLME Compleat Rules which, having not been released yet, I presume is still in production. Whereas BLUEHOLME Prentice Rules is a strict retroclone, I further presume that the Compleat Rules (since they range from levels 1 to 14) is a thought experiment investigation (a "what if" scenario) of what would have happened if Holmes had designed an Expert box. Time will tell as to what the Compleat Rules end up like, but until then, we can content ourselves with the excellent presentation of the Prentice Rules and hope that Compleat is free, too.
Not that I wouldn't pay for BLUEHOLME, just that I know that not everyone will. In fact, if Dreamscape Design ever does the Prentice Rules in POD, I will be one of the first guys in line. In fact, I'll take two. At least. You never know how many copies you'll need at the gaming table.
To paraphrase OJ Simpson, if I did do it, it'd probably be every other Monday night, (off weeks from the Game of Taps, 10pm EST and onward) and would be a FLAILSNAILS-friendly event (and a great opportunity to start a new FLAILSNAILS character). So, for all you late night OSRiors, keep an eye open: some Kickassistan-style BLUEHOLME might be coming your way soon.
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