Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

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!



Sunday, October 16, 2022

General Blog Update

It has been quiet here recently.

After a series of fast releases – 13 products in four months, from April through July, followed by the release of Magical Beast Adventures in August, I decided to take some time off to collect my thoughts. Almost two months later I’m still trying; collecting thoughts is kind of like herding cats.

In that time, several things have happened that will impact my writing going forward.

First, Dan Proctor of Goblinoid Games has announced that he is going to release Labyrinth Lord 2nd Edition. That will be sometime in early 2023, so I am likely going to wait until then to start writing new LL products. The differences will be minor, I am sure, but most folks prefer new products to be for the most recent edition. In this, discretion is the better part of valor.

Second, I got a full-time job. This will cut significantly into my writing time going forward.

Third, shortly after I got the job, I tore my left meniscus, and have been hobbling around on crutches ever since. Fortunately, my job is such that I can work from home, so that’s good. Unfortunately, for various reasons, I cannot get the surgery to fix it for a couple of months. So that sucks. But things could be worse, and we are taking it day by day.

So, no Labyrinth Lord products for maybe six months, and limited production going forward.

What’s on the schedule, then, such as I’ve ever had a schedule?

Well, I had some ideas for further materials, including a full campaign setting, for Magical Beast Adventures. But the sales on that have been underwhelming, so that’s been shelved.

Work on the Castles & Crusades project has also been shelved. The response to that made the sales of Magical Beast Adventures seem spectacular by comparison.

I was working on a new module when I got the job, but between the job, my leg, and the new upcoming edition of Labyrinth Lord, that too went on the back burner.

Isle of Eldisor: The Northlands is still on the list, somewhere. While sales for Eldisor were better than anything else in years, it just has not yet made enough sales to carry a full-sized expansion. But that is a possibility in the future.

I have some vague ideas for a city product. I LOVE city adventures. But for various reasons, it is difficult to get started on those now.

That’s about it. 

I think for the next while I’ll be focusing on actual gaming, rather than writing for publishing. 

I am currently in two online games, my Old School Buddies Monday Night Game and my Merlin’s Keep Crew Friday Night Game. So far between the two groups we’ve played Blades in the Dark, Dungeon Crawl Classics, Advanced Dungeons & Dragons 1st Edition, Dungeons & Dragons 5th Edition, Advanced Labyrinth Lord, and Shadowdark. They are great groups.

I’ve had a lot more chances to actually play rather than run with these groups. I’m getting the hankering to run again.

I’m thinking of running the Monday Night Group through some Dungeons & Dragons, using the classic Cyclopedia Edition and setting the campaign in Mystara. We’re also talking about playing some Twilight 2000

I’m still debating what to run for the Friday Night Group. I’m thinking I might try to fill my desire for city adventures and develop a city for them to play in using Shadowdark. If you haven’t checked out Shadowdark, you really should. That link takes you to the Arcane Library page where you can download a free Quick Start PDF set.

I’m sure I’ll be posting about their adventures here.

Oh, and the release of the Skull and Bones: Savage Storm comic book has been moved back to March 2023, to track with the release of the game. Keep an eye out for that, too.

That’s about it for now.

Good gaming!

Sunday, June 22, 2014

[Saturday Night Special] So I ran some v3.5 tonight...

So tonight some guys I game with wanted to play Dungeons & Dragons v3.5, which, as most of you know, is not really my thing. But I figured, what the heck, it's a one-shot. All I asked was that they not create unbalanced, game-breaking characters. I figured, at 7th level, what kind of damage could they really do?

Well, I found out... hoo-boy, I found out. First thing I had to do was outlaw all Diplomacy checks. How a 7th level character can get a 20+ in Diplomacy is beyond me, but I guess there are the classes and feats to do it. Biggest rule I hate in v3.5 is Diplomacy (and that whole social-interaction rule chain). I know that the rules are that it isn't supposed to run roughshod over the campaign, but so many DMs just let it do so that when you don't let it do so, it just ruins a campaign. So I simply had to outlaw them, and rule that social interaction had to go classic -- play it out, no rules-lawyering character builds allowed.

Then I found out that most of the fighter-style feats being used were from rule books that came out after I gave up on v3.5... and they apparently made some incredibly broken stuff officially, as it was all from official books. 7th level super-multi-class Captain Cuisinart rolling four times to hit with swords that were acid/cold/lightning based and healing allies two points for every successful hit. Holy cats, where did that come from?

So anyway, broken stuff aside, it was still pretty fun. I started them in media res after a fashion, with them waking up after a two-week bender to find the city half-deserted and the massive Horde of Thuum almost at the gates, with the gates all locked, the port empty of ships, boats, and even fishing scows, and nowhere left to run or hide. The flower of the kingdom's chivalry and most of the army had been defeated at the furthest forts, and now the smoke and fires of the outriders were seen from the city parapets.

The Horde of Thuum consisted mostly of goblins and hobgoblins, with girallon-steeds (two goblin archers and a driver); manticores and serpenticores (wingless draco-serpent-manticores); and ogres and hill giants. The four characters (one elf and three humans, though one was dragon-blooded for no apparent reason and all were multi-classed to the hilt) woke up in the most expensive brothel in town to find everyone gone, then sought shelter in the great citadel, where the remaining citizens of the city were cooped up elbow to elbow. They were told to buzz off, unless they brought the guards the heads of some of the horde members... so off they went to find some scouts to scalp.

They encountered a girallon with goblin archers along the road to the High Dell; battle ensued. Here's where I found out that scouts are apparently one of the most broken classes in the game, able to add a bunch of damage to an attack Simply. By. Moving. yikes! But one hit by the Girallon caused the scout to run away and up a tree, which the girallon then shook vigorously, sending the scout flying. But Captain Cuisinart and friends made short work of the Girallon and crew, bringing back heads and two live goblins for questioning.

They then bluffed their way in to the King, where they got themselves appointed to the war council (their history being one of well-known mercenary sort). They came up with a few very bad, very deadly ideas for the poor militia, numbering in the scores, to face off against hundreds of goblins, scores of ogres, girallons, manticores, and serpenticores, and a dozen hill giants, all as a feint for their own escape. Then the Priest of the Sky God came by and told them that the Sky God had sent him a cloud to take four heroes into the Heart of Darkness...

They followed the mysterious priest, who took them to a cloud in his open-air temple and flew them into the air. They flew over the Horde of Thuum and past the fires and smoke, into a devastated land covered in darkness. There they found a colossal stone wagon-temple being drawn by titanic spiders, the whole surrounded by thousands of goblins and fouler things. They were met in mid-air by a bat-winged dire shark, which nearly swallowed one of the characters. After slaughtering him, they flew down to the temple and entered via a work door in the tall dome. They went down several flights of stairs to the dark main temple floor, where they found a large pool filled with glittering rainbow water... which turned out to be a giant ooze, the eponymous Thuum of the Horde!

This cosmic entity sought to overthrow Man and his Gods, and offered the characters their heart's desire should they turn from their god-decreed path to follow him. After severe temptations of wealth, power, and concubines (these last for the elf, who was sly and lascivious), they rejected all the offers and attacked...

And here's where Captain Cuisinart really shone, slicing and dicing with his acid-resistant magic blades, slicing the ooze into ever smaller bits, cleaned up by the other characters. One of them did die, after being pounded one too many times in a row by the remaining large oozes. But slay Thuum they did, or at least, his immediate earthy avatar...

And thus ended the session.

They want to play again, also using v3.5. I told them that if I am to run, they need to start out with 1st level characters and limit themselves to the choices available in the Players Handbook (I, not II or III or XVII). From there, anything they might want to branch out into must be found in-game and earned in-game, not merely added as a build option out of the blue. Plus, no Diplomacy or Super-Bluff stuff. So we will see how it goes.

I'll be running them in the sandbox I'm working on, Castle Adlerstein and Environs, as opportunity permits. We're not really fully moved in here yet, so it needs to coordinate between my work schedule and available locations... so it will be an irregular campaign. And now I need to re-acquire the v3.5 books again.

So this should be interesting...