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That said, the differences are minor and fairly easy to translate on the fly, I expect. So how is your group likely to play it? What is it likely to want? This also influences choice of adventures, I think.Īlso, do you specifically want something dungeon based? That would be the traditional and default option, but published adventures in other modes exist.Īre you after something Holmes-specific, or more generally 'Basic D&D compatible'? A lot more is published for the B/X rules and/or Swords and Wizardry and their spin-offs than specifically for Holmes Basic/ Blueholme.
![b2 the keep on the borderlands swords and wizardry pdf b2 the keep on the borderlands swords and wizardry pdf](https://2.bp.blogspot.com/-ZMVV1RXIW6Q/UfKbRy_YS8I/AAAAAAAADDQ/UWY2TwX1Jsw/s1600/ggd.jpg)
Not to mention whether they like lots of in-character talky type interaction (and how much opportunity for that the adventure affords, which is highly variable). Your players' attitudes to risk and dying randomly can have a big influence on how quickly an adventure plays. Larger OSR-style mega-dungeons can work well for the third, if you just want a taste of delving. Almost any well constructed level 1 dungeon with more than a dozen good rooms might satisfy the second. The first is probably a harder bill to fill than the second, if you want a satisfying experience. Are you after:ġ) an adventure you can start, play and reliably 'complete' in a single X hours session? Including, or excluding character generation?Ģ) a stand alone adventure that you can run over one or more sessions, without committing to a wider/ longer campaign?ģ) an adventure location you can play a single session delve/ expedition into? Without necessarily expecting to 'finish' anything. I have seen people use the term 'one-shot' in a couple of different ways.