Friday, April 2, 2021

Posting on Hanging Out in the City State for a while...

Hey all,

I am currently working on setting up a 5E Dungeons & Dragons campaign set in the Wilderlands of High Adventure, my home version of the Wilderlands of High Fantasy, so I am posting stuff on my Hanging Out in the City State blog. I'm not going to bother cross-posting, so check me out there for now...





Saturday, March 6, 2021

[Now Available] Sorcerer Class for Labyrinth Lord

Sorcerer Class
By James Mishler and Jodi Moran-Mishler
Compatible with Labyrinth Lord

Well, that hiatus didn't last long, did it? I could not find a sorcerer-style class for Labyrinth Lord, so I decided to design one. Enjoy!


The new Sorcerer Class for Labyrinth Lord includes the following:
 
Class Details, including Spellcasting, Sorcerous Origin, and Evoke Magic;
 
The following Sorcerous Origins, each with their own special abilities:
Angel-Blood
Demon-Blood
Djinn-Blood
Dragon-Blood
Efreet-Blood
Fairy-Blood
Vampire-Blood
 
New spells for the Dragon-Blood and Vampire-Blood sorcerers, adapted from spells included in the Dragonborn Race and Necromancer Class booklets.
 
Designed for use with Labyrinth Lord, easily used with any Old School RPG system!
 
20 page booklet-sized PDF (14 pages of content) – $1.49 – CHEAP!

Thursday, February 18, 2021

[Now Available] Baba Yaga’s Miraculous Transformation for Labyrinth Lord

[Now Available] Baba Yaga’s Miraculous Transformation
By James Mishler and Jodi Moran-Mishler
Compatible with Labyrinth Lord
 
This source booklet for Labyrinth Lord provides the method for magic-users to create a miraculous hut, in the same vein as the infamous crone-witch, Baba Yaga:
 
Baba Yaga's Miraculous Transformation

This source booklet provides the following details:
 
Baba Yaga’s Miraculous Transformation
Stage I Miraculous Hut: Dangerous Chicken
Stage II Miraculous Hut: Vicious Chicken
Stage III Miraculous Hut: Tiny Hut
Stage IV Miraculous Hut: Grand Hut
Extra-Dimensional Rooms, Connections, & Hallways
Stage V+ Miraculous Hut: Palatial Hut
The Heart of the Hut
Embedding Magical Features Through Spells
Magnificent Manor Variant
Stone Tower Variant
 
Note: The creation and improvement of a Miraculous Hut is a Chaotic and Evil Act! Not suitable for most player characters!
 
Designed for use with Labyrinth Lord, easily used with any Old School RPG system!
 
24 page booklet-sized PDF (18 pages of content) – Normally $1.99 – $1.00 for a limited time only!
 

Saturday, February 6, 2021

[James Mishler Games] Now Available -- Bard Class for Labyrinth Lord

By James Mishler and Jodi Moran-Mishler
Compatible with Labyrinth Lord
 
Bard Class Cover

The new Bard Class for Labyrinth Lord includes the following:
 
Class Details;
 
The following Bard abilities and skills:
Bardic Instruments
Bonus Languages
Counter-Song
Influence
Inspire
Lore
Perform
Read Languages
Saving Throw Bonus
Spellsongs
Thieving Abilities
Witticisms
 
A list of spellsongs (normal spells re-interpreted as spellsongs);
 
A list of musical instruments, including cost, weight, availability (City, Town, Village), and special notes;
 
The College of Bards, rules for advancements, and rights and responsibilities of members;
 
Six magna opera, the bardic equivalent of relics, including Diarmuid’s Codex, Firzam’s Pipes of Madness, the Golden Songbird, Howard’s Harp of Heroes, Orpheus’s Lyre, and the infamous Pioban Bais or “Pipes of Death.”
 
Designed for use with Labyrinth Lord, easily used with any Old School RPG system!
 
28 page booklet-sized PDF (22 pages of content) – Normally $2.49 – $1.25 for a limited time only!

 
 

Wednesday, January 20, 2021

[James Mishler Games] Now Available -- Runemaster Class

Runemaster Class
By James Mishler with Jodi Moran-Mishler


Compatible with Labyrinth Lord


The Runemaster Class includes the following new additions to Labyrinth Lord:

Runemaster Class details;
Runemaster Rune List, including 34 new runes;
Rules for Drowning and Fear effects.

Designed for use with Labyrinth Lord, easily used with any Old School RPG system!

32 page booklet-sized PDF (25 pages of content) – Normally $2.99 – $1.49 for a limited time only!

Friday, January 15, 2021

Player Typologies... Huh...

Check out Jon Peterson's post on Player Typologies.

Well, ain't that something...

The more things change, the more they stay the same.

Nothing new under the sun... just certain points of view...


Addendum: Below is the post that went with it, from May 2009.

It is hardly complete and of course, completely debatable. I never really found the styles of Gygax and Arneson to be incompatible; they were merely along different points on different axes, and really both fall within the broad grouping under "High Adventure." That Gary advocated more along the lines of pure Adventure, while Dave emphasized the Role-Play aspect, does not mean their philosophies were at odds.

A few definitions are in order:

The Adventure element of gaming refers to the Character or party of Characters going forth and making their way through a setting, having adventures, killing monsters, looting and pillaging, and generally doing what adventurers do, regardless of whether the Players are emphasizing the Role-Play or Roll-Play aspect of the game. However, what is certain is that though there is a campaign setting, and the Game Master may even have some over-arching plot points and ideas for what is going on behind the scene, it is the PLAYERS that drive the game by their desire to have Adventure. In essence, Adventure gaming isn't about the destination, it's about the journey there... and there may very well be no "there" toward which one is striving.

The Narrative element of gaming is almost, but not quite, the reverse. While all the same things may occur in a Narrative game, the overarching interest of both Players and Game Master is the telling of a story within the pre-existing milieu created by the Game Master (and quite often, with the assistance of the Players). Often there is a Goal, and specific Antagonists, and all the other bits and pieces that come into play through the nuts-and-bolts concepts of the literary end of things. In essence, Narrative gaming is all about where you are going, and getting there in the most apropos and character-driven method possible.

Role-Playing gaming emphasizes the Player taking on the Role of the Character; at the furthest end of this axis, you are actually dealing with full-immersion into the character, with reams of background and names of allies and enemies, likes and dislikes, and a full list of all goals and dreams, etc. A Role-Playing game at that level might not even use scores or any sort of dice to determine results!

In Roll-Playing gaming, the Character is little more than a collection of scores and derived attributes to be used to chart the "score" a Player has at any one time. In some of these games, names are unimportant, histories are mere flavor text, and the goal is to advance the Characters scores and derived attributes ever onward and upward.

Gygaxian, Arnesonian, and Rein*Hagenian should all be understood; Jacksonian needs a little clarification. Jacksonian refers to both Steve Jackson (the British Jackson, not the American), who wrote the Fighting Fantasy series back in the day; it also refers to Gary Jackson, the fictional creator of the HackMaster game featured in the Knights of the Dinner Table. I should also note that for Dungeons & Dragons purists, you can substitute Hickmanian (Hickmanite?) in place of Rein*Hagenian if you don't want to get vampires mixed in with your dragons...