Sunday, March 15, 2026
The Dungeon Hates You!
Wednesday, January 7, 2026
Cosmology: Tolkien's Redeemable Evil vs. Manichean Dualism
So the classic question, "What about the hobgoblin women and whelps" came up in our 2E AD&D game last night.
We were going back into the dungeon to clear out the hobgoblins who had been raiding the local miners. We figured there were at best a handful of warriors and then the women and the whelps.
And so, my character -- a "Neutral Mercenary" elven mage/thief who'd as soon slit a throat as kiss it, asked the party cleric -- a Lawful Good dwarf cleric of the God of Justice -- "What do we do with the hobgoblin women and whelps -- you know, if they are non-combatant?"
After all, I did not want to lose the healing talents of said cleric if his god was going to be pissed at him!
And the cleric's player thought a moment, turned to the DM, and said, "What does my god think?"
And we stumped the DM, who had to delve into his cosmology and debate with himself and us a bit.
Most (European/Western-based) cosmologies basically come down to one of two major types -- either you are dealing with Evil being "Fallen but (usually) Redeemable" (Tolkien's Catholicism, essentially) or Manichean Dualism, in which Good and Evil have always been essentially equal(ish) and utterly opposed, winner-take-all.
Even Tolkien worried over this subject, as he essentially condemned all the warped and (originally) unwilling "followers" of Morgoth and Sauron -- orcs, trolls, etc. -- to Evil, even though they were originally born with Free Will and should have been able to be redeemed (the Valar sure thought they could redeem Morgoth and even Sauron).
If you are in a Tolkienesque setting, killing non-combatants, especially children, and even of an "Evil/Chaos-inclined" race/culture, would needs be EVIL, as you are taking away any chance of their expressing their Free Will and choosing Good. Doesn't matter what "necessity" or "politics" or "expediency" might require, it is still EVIL, and your soul would thusly be stained.
In a setting where the gods are real and "heaven" and "hell" are manifest and not essentially theoretical, this is not a question to be taken lightly.
But if you are in a Manichean Dualist campaign, where there can never be any quarter between Cosmic Law/Good and Cosmic Chaos/Evil, well, slay away.
The DM decided that essentially, their campaign was Manichean more-or-less, though certain factions of the Law/Good side hope to someday redeem a member of a Chaotic/Evil race such as hobgoblins (mostly as a victory for Law/Good than out of concern for the being's soul). Humans and most demi-human races are "in the middle," able to choose between Law/Good and Chaos/Evil. Humanoids are innately Chaotic/Evil. Drow, Duergar, and the like are... in a weird, indeterminate place, cosmologically.
So, very Old School in many ways.
Sunday, January 4, 2026
[2E AD&D] Elf Mage/Thief Spelljack Kit
Bonus Weapon Proficiencies: Dagger.
Bonus Non-Weapon Proficiencies: Appraising, Reading/Writing, Spellcraft.
Arcane Trapmaster.
Unlike normal thieves, your magical talent allows you to use your full find and
remove traps skills on magical traps; these skills are not halved for
you when you are looking for or disarming magical traps.
These
can be trap-like spells (such as explosive runes, fire trap, and
so forth) and more esoteric traps that have magical aspects or deal magical
damage.
Additionally,
you can increase the chance to find a magical trap, and if found remove the
magical trap, by expending a memorized spell. You add 10% to your chance of
success at each for every level of the expended spell (the bonus applies to
both find and remove the same trap).
Spellblade. You are
able to enchant a dagger into a spellblade. This requires one hour and
the expenditure of 50 gp of magical unguents, oils, and reagents for every
level of experience you possess as a mage. You can use the spellblade to spelljack
spells from spellcasters (see below).
The
spellblade also counts as a magical weapon for purposes of hitting monsters
that require a magical weapon to hit but has no bonuses (you can enchant a
magical dagger as your spellblade).
Your
spellblade loses this enchantment if you roll a Natural 1 on your saving throw
when you make a spelljack attempt; if you roll a Natural 1 on an attack against
a creature that requires a magic weapon to hit; if it is subjected to a dispel
magic or antimagic field; or if another spellcaster takes the
spellblade and holds it for more than 10 minutes.
You
begin play with a spellblade already enchanted. You cannot have more than one
spellblade enchanted at a time.
Spelljack. You can attempt
to siphon a spell away from your target and use it for yourself.
When
you hit a spellcasting target with a successful attack with your spellblade, you
can choose to forgo dealing damage in order to attempt to steal a
memorized spell from the target.
Spelljack
has no effect on innate spell-like abilities.
You
can choose which spell to steal if you know that the spellcaster has it
memorized; otherwise, the DM determines the stolen spell randomly.
You
can automatically steal a spell of a level you can cast.
You
can attempt to steal a spell of a higher level with a successful saving
throw versus Spells, with a penalty equal to the level of the spell. If you
roll a Natural 1 on this saving throw, you suffer 1d6 points of damage per
level of the spell you attempted to steal via internalization of the magic.
The
target of a successful spelljack attack loses the spell from memory; they can
memorize the spell and use the spellcasting slot as normal after the usual
amount of rest.
You
retain a spelljacked spell in your memory for up to 1 hour per level; you can
cast the spell once. Once the spell has been cast or the time expires, the spell
fades from your memory. You cannot add a spelljacked spell to your spellbook
nor scribe it onto a scroll.
At
any one time, you can possess a maximum number of stolen spell levels equal to
your class level. For instance, at 4th level you can have two stolen 2nd-level
spells, or one 2nd-level spell and two 1st-level spells, or any other
combination of spells totaling four levels. If you steal a spell that would
exceed this limit, you must choose to lose stolen spells sufficient to reduce
the total number of stolen spell levels to no more than your maximum.
If
your maximum number of stolen spell levels is less than the level of the spell
you just stole, you suffer damage from the spell as though you had rolled a
Natural 1 on your save, as above.
Spontaneous Casting.
You can expend a memorized spell to cast a detect magic or read magic
spell. The spell is cast at your level as a mage. You gain no additional
benefit if you expend a 2nd level or higher spell to cast the spell.
Thursday, January 1, 2026
Happy New Year! Here's to a New Year of Gaming!
Well, I'm back.
For now, at least.
I'm not one to make New Year's Resolutions, so I'm not going to, but I hope to be present on this blog at least once a week in 2026, maybe even more often.
I've come to the conclusion that I need to focus on game play more, and engagement in gaming as a hobby more, so for now, I'm setting aside James Mishler Games and concentrating on those other aspects of gaming -- though the writing bug strikes me from time to time, so who knows.
Right now, I am playing in two games. It has been a long time since I've just played rather than DM'ed!
Weekly (or thereabouts) I am playing in an online Shadowdark campaign with some old, old friends (some of them the guys I games with in Middle School). It is a weird, alien style fantasy campaign world, so that is totally new.
Twice monthly I am playing in a local, in-person 2E AD&D campaign. I have not played 2E in more than 25 years. The differences between it and 1E/ALL are really minimal, though one surprising difference that bit me in the ass was that multi-classed magic-user/thieves cannot wear normal thief armor, only elven chain! That was a surprise. But it has been a fun game so far, I am really enjoying it.
I plan on playing in more games, if I can finagle it. I would like to avoid DMing for now, as I "recharge" my gaming batteries by playing.
I also got the chance to play some Star Wars - Battle of Hoth by Days of Wonder. I love the Commands & Colors system, and hope to play more Hoth, and maybe Memoir '44 and others, in the new year.
I hope to post here regularly; about the games I am in (with DM permission) and other gaming stuff. I feel the need to engage in gaming qua gaming, so we will see how it goes.
Good gaming in 2026!
Saturday, November 22, 2025
James Mishler Games OSR Gobble-Them-Up Sale!
OSR Gobble-Them-Up Sale!
In honor of the delicious sacrifice our fowl turkey friends are making this season, all James Mishler Games products are 33% off!
Enjoy extra helpings of OSR goodness!
Go to the sale on DriveThruRPG!
Wednesday, September 17, 2025
[RPGPOTA] Planet of the Apes Hexcrawl Map in Progress
I love the new Planet of the Apes RPG. It is awesome! As I posted elsewhere:
The game design is a modified version of the West End Games D6 System used with the original Star Wars RPG. It cleaves fairly closely to that system, making a few adjustments due to the less tech-oriented nature of the setting. It is a skills-based system, where you roll a set of d6s based on your attribute and subskill, seeking to match or exceed a target number. You choose your race and skill set when you start play, then improvement continues with skill use or practice and training. As with Star Wars, this system works very well with a cinematic style of play. Characters suffer damage as wounds rather than as hit points, for example, with effects that adjust their abilities in play.
It hits the sweet spot of balance of system and setting; the authors really, REALLY know and love the POTA (I've been a fan since before Star Wars, have seen all the movies and TV shows, read all the comics and books, etc., so I can tell they REALLY know their stuff). The knowledge and love of the material really comes through.
Adventure and campaign style and direction can vary greatly, depending on which era you set your campaign and what your mix of characters are. The eras span everything from all the films, from the 1970s to the 40th Century. The RPGPOTA core book provides all the basics needed to run a game and start your own campaign; The ANSA Files sourcebook provides all the details, including amazing depth of history, tech, and NPCs, for all five films.
There are hints from the comic book and the live-action TV show as well, but those are not delved into in any great depth.
There are several primary character types: Apes, Modern Humans (Astro-nauts in the far future), Primitive Humans (the mute humans from the first two films), and Mutants (from Beneath). Guidance is provided for groups of one or mixed types, and all sorts of adventures can be had.
You could, for example, run Escape from the Planet of the Apes with your own ape characters! You could run Conquest or Battle with a mix of allied apes and humans. You could run Planet and Beneath with your own Astro-nauts. Or develop something in-between, like the TV series or even the animated TV series... the possibilities are endless, and between the core RPGPOTA book and The ANSA Files, you have everything you need for infinite campaigns or adventures.
Into the Forbidden Zone is a boxed set campaign that provides even further information on the Forbidden Zone, a complete series of campaign adventures, and a ton of additional random tables and other information to develop even further adventures and campaigns.
Like any other RPG, it is whatever you make of it. You can create one-off adventures, a series of related adventures, a sandbox campaign -- whatever you and your players want to do. You could even use the Star Wars RPG or other D6 System based RPGs to add in other flavors... maybe the POTA is actually a planet in the Star Wars Galaxy. Maybe instead of mutants, there are super-heroes? Maybe you can add magic, and the orangutans are real priests with magic spells, and there are chimp wizards?
The RPGPOTA provides enough to make your own campaign; The ANSA Files gives you everything you need to fit that campaign or any adventure perfectly into the frames of any movie (with your PCs as the new stars or as new side characters); and Into the Forbidden Zone provides a solid example of how to design and run a campaign.
Essentially, if you love POTA, you MUST HAVE THIS! If you like science-fiction in general, especially PA sci-fi books or games (such as Gamma World), this is also a must-buy.
And here is my WIP on a campaign map in the area of the original POTA (New York). Scale is 5 kilometers/3 miles per hex:
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| Right click to embiggen |
Sunday, August 31, 2025
Expanded Random Appendix N Campaign Concept Generator
Sunday, August 3, 2025
Monday, July 14, 2025
Now Posting on my Talismundia Blog
Most of my posts henceforth will be on my Talismundia blog, which covers my new campaign setting of Talismundia:
I plan to support Talismundia with Shadowdark and perhaps with an OSR Clone or Simulacrum (as Labyrinth Lord 2E seems to have faded away, I'm not sure which flavor to use going forward; I might just make my own).
I do not foresee many, if any, further general gaming blog posts on my part.
I've really nothing more to say on the general state of games, or even anything specific.
It has all really pretty much been gone over, sometimes again and again and again.
But as I've said before, never say never...















