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| Adam West's and Burt Ward's stunt doubles. |
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| I couldn't resist! |

Fold A over to B.
Fold C down to D.
Fold E over to F.
Unfold twice (it will look like step 2). Cut on red line.
Open paper all the way. Fold G to H.
Push from ends so I meets J. Press down on folds to smooth out rough edges.
Now self-publish a collection of favorite jokes, illustrate a short story, or just doodle to your heart's content.
I like using the black and white images as I feel that it doesn't distract at the table. The black and white stands out enough for one to see what it is without having to focus on it. Black and white, IMO, lends itself open to one's imagination.

I bet these guys are thinking they should have stayed in the tavern!
Cheap hoards
With the interwebs and the fantastic community of bloggers, finding useful random charts are as easy as rolling for wandering monsters. There are soooo many great and creative charts out there that it's almost impossible to keep track of them all. Whenever I find a great random chart on someone's blog, I'll copy that material and paste it into a document (reformatting if necessary) so I can print it out and add it to my collection.
I'm not quite sure where the Game Master screen came from, I don't recall reading about it in the Holmes blue rule-book or in the Dungeon Master's Guide but somehow, in the early days of the game, it became part of standard table-top paraphernalia. The earliest version I came across put out by TSR was around 1979 and came with 2 durable screens. This was for the Advanced version of the game. With the release of 1st edition D&D, the many complicated charts within the DMG and the Player's Handbook made it almost a necessity to have quick access to these finer points of the rules to keep the game flowing.
eference to some of the rules and charts that I tend to use often within the game. I kept them narrow to keep the screen fold-able and compact as well as less of a barrier between me and the players.
I chose to go with Swords & Wizardry core rules as my foundation. I could've gone with Holmes' Blue Book or Moldvay's Red but I went with S&W because I liked the openness of the rules as well as the 'newness' and availability of the rules/product (a plus to using the retro-clones). I felt that, right or wrong, I might be able to find players to join in a session or two if the game wasn't grounded in the past; if it seemed like something new. As it turned out I had no problem finding players, in fact, the group has kept growing until there are now nine of us.
Swords & Wizardry is quite open in it's rules, very much a broad-stroke that begs for the DM and the players to fill in some of the blanks. Not as much as OD&D mind you but, nonetheless, some thought needs to be put into it. Since I've been a huge fan of Holmes' version of the game, I used that as a starting point to help fill in the blanks, so to speak.