Saturday, September 6, 2025
A Cascade of D&D
Saturday, August 30, 2025
Anatomy of A Grown-Ass Dysfunctional Dungeons and Dragons Game: The Movie
A portion of AC/DC's "Back in Black" is in the background during a segment of this video. The song is globally blocked by SEM Entertainment Group in unofficial videos on YouTube. The offending audio has been replaced with an excerpt from my original music: "Teacher Summertime Blues"
The Blipping Campaign, Saturday July 27, 1996
Magic Item of Note: Star Trek Armored Space Shuttle (The “Agencourt”); Jump Drive A = Jump 2; Movement Drive A = 2 Gs; Power Plant A = 40 tons fuel; 2 staterooms; Mod. 3 Computer (CPU = 5, Storage = 9); 2 low berths; 20 point force field; 10 ton cargo area; Triple Turret = Beam laser, Sandcaster, Beam Laser; Computer = (1) Jump 1 – 1, (2) Jump 2 – 2, (3) Library – 1, (4) Navigation – 1, (5) Target – 1, (6) Gunner Interact – 1, (7) Auto Evade – 1, (8) Return Fire – 1, (9) Launch – 1, (10) Anti-hijack – 1, (11) E.C.M. – 3.
Game Background Music: Yes, (?), U2, Queensryche, AC/DC, Neal Young, Mr. Bungle, Jethro Tull.
Saturday, August 23, 2025
Anatomy of Grown-Ass Dysfunctional Dungeons and Dragons Games
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("How it started" by Mike Morrison) |
As my gaming group hit the 1990's and individual players our late 20's into our thirtysomethings, we left a trail of alcohol bottles, cigarette butts, vomit, hanger heads, stacked and painted people, and fucking hellacious games.
Our DunDraCon game sessions were so renowned we designated them with proper nouns: The undercover Flower People ('92), Pee-Wee Herman's genie-inspired Jambicon ('93), methamphetamine-fueled Jitterycon ('94), insanely drunk dungeon mastering Revenge of the Son of Greg ('95), and the Wild Turkey 101 extravaganza Executive Decision ('96).
Now I wouldn't recommend drinking, drugs, insanity to anyone. And eventually they exact their pounds of flesh. As these epic games progressed through the decade I entered the Dark Times from 1997 through 2004, coming out of that for our group to begin running some things where sessions were more, say, congruent?
However, while reviewing another one of our old videos, this one from 1996, I remembered we did have a rhythm to our games that sat on top of whomever was running the game and whatever the details were of the adventure. I always said our sessions were like poker games where you didn't lose any money. All night affairs to avoid imperial entanglements. In general if you were there for the game you were there for the night.
We generally ran about 6-8 games each year rotated to different locations, including annual games at DunDraCon and a variety of camping locations for our annual camping trip.
Each game had distinct parts that recurred each session...
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("By Crom" by Shel Kahn) |
Friday, August 15, 2025
The Astral Asshole
The Blipping Campaign, Friday November 29, 1996
Magic Item of Note: Mithral Torch (+1 to Wisdom, True Sight line of sight, it burns twice as bright as a normal torch (80 feet). Once per month everyone within the light has protection from evil and undead within the light are effected as if by sunlight.)
Game Background Music: Old Dick Dale (I think), Ministry, and the Steve Miller Band.
So from where J.A.S. is indicating in the Deities and Demigods we were battling Cthulhi Mythos, namely Nyarlathotep in this session. Plus it seems to have some friend with him. It seems creatures from the Far Realm (called the “Aberrant Realm” in my game) are fleeing from something even worse – The Old Ones.
In my pre- and post-End of Time scenario then the New Old Weird World adventuring party (or parties) could encounter two Illithid time-traveling starcrafts, one from the Illithids preparing to travel backwards in time to escape the End of Time event and the second the first Illithids’ ancestors who traveled forward in time to escape the Githyanki. Both are aware of the impending End of Time event and presumably would be aware of involvement by the Old Ones.
The Cthulhu connection from the Blipping Campaign is interesting because the New Old Weird World campaign also intersected with some Cthulhu mythos after escaping from a future Sigil. We departed from the besieged Cthulhu lands by way of resetting the mysterious “Great Portal of Broya,” ending up in an unstuck, time and space-wise, Tegal Manor.
Now I have a couple tricks to play with:
1. One is my thoughts of using the Decanter Room extradimensional space broken through to the Shadow Plane (a colloquial name, not any “official” Plane of Shadow); and
2. How the Old Ones intersect with the End of Time even and their essential indifference to the rest of reality.
Wednesday, August 13, 2025
More Slippery Time ...
However... it seems the New Old Weird World campaign must have started before the end of time event, although definitely far in the future of the campaign multiverse and seemingly near the end of time event itself.
This also happens to be the last video from our classic AD&D 1st Edition period of gaming which lasted from December 1977 through February 2005. (Out of preservation for our battered original rule books and to have some welcome updates to the somewhat confusing original Gygaxian rules, whenever we’ve played “AD&D”-style since we’ve used some retro-clone.)
Friday, July 4, 2025
Slipping Time in Dungeons and Dragons (Another Essay Wherein It Is Good Players Do Not Read My Blog)
Anyhow, that is a long explanation being the good news is that I do not need to answer any of these questions quite yet. I can preserve a timeline of my campaigns to date (below) to set some parameters, then just see what direction where go the present campaigns.
- New Old Weird World Campaign: A flat disc planet (on the back of a turtle?) on pocket plane (post “End of Time” event) but passes through a far future Sigil to Penumbra prior to Illithids fleeing (pre-"End of Time" event)
- Wilderlands of the Torment Nexus: Wilderlands of High Fantasy on Prime Material Plane (Pre-"End of Time" event), sent to Cube World on pocket plane (Post “End of Time” event)
- Psychedelic Deadlands / Dreamer of Dreams Campaign: On Outlands and Prime Material Plane (Post “End of Time” event)
- Wilderlands 5th Iteration: Wilderlands of High Fantasy on Prime Material Plane (Post "End of Time" event and pre-"End of Time" event???)
Saturday, February 13, 2021
No DunDraCon in 2021
2021 was supposed to be the inaugural year for DunDraCon's new location at the Marriott Hotel in Santa Clara, CA, but the pandemic has put the kibosh on festivities and our traditional Saturday night game was on-the-line. Ha, so glad we got our last DunDraCon in San Ramon, CA in for February 2020 before everything began shutting down.
DunDraCon, the West Coast's longest running gaming convention:
- Claremont Hotel in Berkeley, CA (1976-1977)
- Lemington Hotel in Oakland, CA (1978)
- Villa Hotel in Oakland, CA (1979-1980)
- Dunfey Hotel in San Mateo, CA (1981)
- Hyatt Hotel, Oakland, CA (1982 for DunDraClone, and 1983-1991)
- Marriott Hotel, San Ramon, CA (1992-2020)
- Marriott Hotel, Santa Clara, CA (coming in 2022)
Wednesday, September 30, 2020
Everything Is Connected
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(Wilderlands imposed on Ghostring) |
My present Judges Guild Wilderlands campaign has been running for 15 years, and has direct linkages back through our "Blipping" campaign running between 1988-2005 and somewhat looser connections from our earliest campaigns there and elsewhere from as far back as 1979. (Ha, however, in a sort of "Groundhog's Day," every Wilderness campaign restarted the jumpstart year of 4433.)
Unfortunately, fast-forward back to nowadays after Bat in the Attic Games announced in February 2020 it would suspend all future dealings with Judges Guild over a series of racist and antisemitic posts made by Judges Guild owner Bob Bledsaw II, and it has become complicated to support the old-school brilliance of these Wilderlands works by the Senior Bob Bledsaw, who passed in 2008 and is unconnected to the present drama and controversy.
I sort of pulled a fast one on our shared referee "New Old Weird World" campaign and slipped the Wilderlands into a world map there, albeit in a Tekumellian, post-apocalyptic scene more than 20,000 years in the future.
Basically, I had found some time back a Judges Guild adventure for the sci-fi game Traveller call "Marooned on Ghostring." The setting is a planetary system missing from records of the galactic Imperial government, and several (but not all) of the attributes are similar to the system of Ghenrek IV, the planet where The Wilderlands exist.
I ran with this information adopting what I needed and changing the rest to fit the world into the Imperial empire of the far future.
Ha, so myself, I have been running essentially one campaign all this time. Everything is sought to fit (not always smoothly) within an ongoing story of our group's adventures where I've refereed.
- Furthest back, circa year -30,000 BCCC, Agent Smith (High Fantasy campaign) from an alternate or far-away galaxy future had dabbled in forbidden arts and ends up on Ghenrek IV during the Uttermost War between the intergalactic Elder Alliance and the forces of a single Markab prince from The Void. Smith is attacked by "Grey Goo" (a nanotech swarm) and only saved when Elder Alliance engineers transform Smith into a cyborg. Smith is secretly left behind on Ghenrek IV when the Elder Alliance abandons their starbase there under terms of a cease fire with the Markrab Prince.
- During the year 4433 several large masses of combatants ranged across the Wilderlands (High Fantasy campaign). A humanoid and giant force that sieged City State of the Invincible Overlord. Githyanki sent by their Lich Queen to establish a massive hatchery helping combat future Mind Flayer domination. The traitorous Drow Necromancer who plotted with the World Emperor to field an undead army. And finally the undead horde released from Mount Doom across the Wild North above Valon.
- Also during 4433 an adventuring party (High Fantasy campaign) resisting the Githyanki incursion assembled the Tripartate of All Evil, inadvertently releasing the dreaded elder god, Tharzadu'un. As the elder god attempts to access a hidden portal to escape from this prime material plane, a massive magical-thermonuclear explosion occurs and the party/world (?) only survives through intervention from Codex of the Infinite Planes. This adventuring party is soon after imprisoned in a stasis field as when they moved to defeat the Drow necromancer.
- At some point by 4434 the Baron of Blackmoor sends a group of adventurers (Blipping #2 campaign) to acquire what he believes to be a powerful weapon to defeat the various forces threatening Blackmoor. Unfortunately the "weapon" activates "The City of Gods," a terraforming installation left over from the Elder Alliance/Markab days which was never put into use. The Baron activates terraforming force beams to manipulate flows in the molten core of Ghenrek IV altering the planet's tilt, spin, magnetic field, gravity, etc. and creates a world-wide apocalypse.
- The adventurers (Blipping #2 campaign), after messing with a faulty Mind Flayer time ship, are deposited sometime around year 8400 in the northern post-apocalyptic dry barren waste. They are only able to escape back in time after discovering the Comeback Inn situated on a barren outcropping of magical black rock. The inn has a somewhat randomized time portal in its basement. This is how the adventurers meet the Baron of Blackmoor in 4433.
- After these adventurers (Blipping #2 campaign) fell through an interplanar transtemporal "rabbit hole" into an alternate prime material plane where they meet Matsuhara Yatsuya, a Time Lord, who sends the party through using his TARDIS to a number of alternate far, far future scenarios, which seem to ultimately resolve in either a "Matrix"-like AI generated artificial existence, or a fiery ecological disaster of acid rains and marauding demons.
- The adventurers (Blipping #2 campaign)are abandoned in the Wilderlands approximately in year 5,433 where there is only a barren, icy wasteland populated by cultish white elves who are in transdimensional communication with Githyanki. Ultimately, they discovers a Githyanki plan to infiltrate the Mind Flayer home planet, a discworld.
- In our latest campaign (New Old Weird World campaign)adventurers are back on Ghenrek IV circa 25,019, utilizing the Ghostring world map to provide new terrain, and the planet is still tilted from the terraforming 20,000 years previously which has altered the original climate.
Despite the recent drama of Bob Bledsaw's son, the Wilderlands for me continues to be our longest running campaign setting which still pays dividends to our imagination.
Tuesday, May 5, 2020
Legendary Lands of Arduin, Episode 3 (Home Brew)
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(Arduin home brew map...) |
Wednesday, January 22, 2020
Soon... The Crimping
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(Party on the bridge between stalactites in Deep Carbon Observatory) |
So Sick Rick brought up the idea of his DMing some games which got me hyper-loaded that we could co-DM the last session at the San Ramon Marriott and my brain began to envision all the crazy ways we could throw back to our classic games there.
Our very first year (1992, thanks Kev for cluing us in) we "borrowed" some room with an official game scheduled that had vacated, pretended to be that game, smoked so much weed filling the hall with smoke that two poor dudes couple doors down got busted (we were smart enough to lock the door), and left the commandeered hotel room littered with liquor and beer bottles. My goodness, the expression of that DM arriving early for his 8:00am game.
We left a trail of bottles, cigarette butts, vomit, stacked furniture, and fucking hellacious games. Game sessions designated with proper names: aforementioned Flower People ('92), Pee-Wee Herman God Jambicon ('93), methamphetamine-fueled Jitterycon ('94), insanely drunk dungeon mastering Revenge of the Son of Greg ('95), Porno Matt and Kev's Wild Turkey 101-infused Executive Decision ('96).
Early on we mostly commandeered vacant gaming rooms, but we also gamed in the stairwell a bunch (no cameras then and you could smoke in there), hallways were good, and then the standby open gaming rooms.
Well the one thing I'm gonna do is keep it moving, the party this game should either be running or fighting.
Saturday, August 31, 2019
Blipping Campaign Video Playlist on YouTube
I just created a YouTube playlist here for our Blipping campaign videos from the 1990s. There are presently 60 5-minute segments, essentially 5 hours of gaming spread among 12 different game sessions of varying length.
Ha, it may be that some folks have game snippets or single games, but the nearest I can tell we were unique being the first and only by around 2 decades to video tape most of our game sessions. Plus we gamed 1st edition (with various mods depending on who was DMing) up until the end of this campaign in 2005.
There a many more videos to come as I am barely to mid-1993...
Friday, July 5, 2019
Campaign Re-Boot
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(Patrick Wetmore's ASE overland map hand-copied into the free-version of Worldographer) |
Kind of like now, but for different reasons (our main DM Dr. John was off on his journey becoming a mad scientist), I ended up DMing our main game fore a long time and wanted to game a character of mine own for a minute. My original plan, upon which apparently I did not achieve consensus, was to start out in the land of Arduin and branch out from there. I even drew a starting map.
Arduin worked not only because it hosted the nexus of all the planes of the Multiverse, but also because the setting could handle straight sword and sorcery up to techno and sci-fi. Plus all of our group were familiar with the setting and there were enough hooks with little that was canon which in my idea left us free to extrapolate.
I ran the first three sessions in March-April-May 1989, doing some overland and Dead Watch Mountain I believe. Next Dr. John took over and BOOM we were on some other planet. As time passed we went from blipping to other settings each time a new DM took over (typically 3 session cycles) to our characters blipping in and out dependent on whether the character's player was actually present. Best laid plans, eh?
This time around, 30 years later(!), I am again trying my hand birthing a co-created connected land.
I bounced around for a setting (and had just about settled on Chaosium's original rpg treatment of "Thieves' World") when "Anomolous Subsurface Environment" (ASE) popped up during my online search/musing of all things Labyrinth Lord (the old school retro-clone settled on for our trip back to old-style gaming).
ASE is gonzo, sci-fi infused megadungeon that I had been interested in for many years. What I did not realize is contained in Patrick Wetmore's adventure is a gonzo city and setting surrounding the megadungeon. As I read more ASE seemed the perfect starting point to our campaign. A futuristic world destroyed thousands of years ago and now a place of magic and barbarism - just enough details to go off in any direction. (Was particularly keen on versatility because the suggested next DM up wanted to run an Arabian Nights theme.)
Next thing that cam to mind was how to keep the maps together as close to seamless as possible?
Mapping software was the obvious solution, however, many of our group (myself included) are rather short on the ducats. That meant for mapping software to work for everyone there had to be a free solution.
Inkscape is far and away the best quality freeware for vector graphing, but requires time both to learn and to draw. I tried a number of online applications (like HEXTML, HexDraw, and others) which all had limitations in the free versions such map size or features that made them less useful.
I finally settled on Worldographer, which the main drawback I had to live with is I couldn't draw coastlines freehand. Arrggh!!!! Ha, otherwise though the free version is pretty sweet with classic-style terrain and hex features.
Since most of our group does not hyper-focus like me this is the best thing to easily encourage everyone to add their overland to the unified campaign.
First game in 4 weeks, and then I'll get you my pretty...! ;~)
Wednesday, May 1, 2019
DunDraCon Moving to Santa Clara after 29 Years
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(My first DunDraCon convention badge, DDC 16. Then hacked it for DDC 17.) |
Friday, August 3, 2018
Of Techno Demons and Zippo Knights
Sick Rick and Dinglebrandsongulbunsonburner (Dingle for short) were always a trippy pair of co-DMs. Their first quest for our party (back in 1990) was across the Great Glass Sea on land-ships battling thri-kreen, then flying up mountain ranges to ruined cities and vampires.
This is their second go round occurred 'round 1994. Although my records say me and Sick Rick were DMing at the time, I am sure Sick Rick and Dingle ran this campaign. (Fixed the record.)
Now, I don't really know what the city of Lankhmar had to do with anything. I remember the weird, fiery City, Chicilube, and fighting techno demons - and that was the easy part! Our troubles really started once we were chased by the drow Zippo Knights riding their light spheres wielding horrendous artifact weapons and ended up in a forest to encounter mutant wood elves.
It seems we ended up finding some artifact of our own that saved the day.
Anyhow, Sick Rick passed his game binder on to me and I scanned what notes they had from that scenario. The link above is Sick Rick and Dingle notes to run those games, although I returned Sick Rick's binder and am not sure if the page order is exactly correct.
Ha, use them if you dare...
Monday, December 26, 2016
1991 Mystery Map
Some of the joy I've been having re-running my home game through the Lands of Krull once again is having an opportunity to flesh out or re-develop ideas and scenarios that were incomplete or poorly thought out.
A major thorn is what in heck I was trying to run for our first camping trip up Mount Diablo one weekend in August, 1991. I do know I was wasted after drinking beer for about 4 hours straight before we even started the game. Also, I was winging it most of that night - very ill-prepared compounded by intoxication. But I do have clear in my mind what the huge Dwarven stronghold was supposed to look like with 3 tiers of walls, each built upwards from the wall in front of it, and the large, domed keep on top with no visible doors or windows.
There was something to do with a mace or maces and dragons. However, the most interesting thing I discovered when I edited the raw video from this session is that I had an OVERLAND MAP!
None of my hand-drawn maps that I can find show that island off the south coast (I know it's the south coast because my place names run west to east across my maps). I can tell from the video that the map is incomplete, maybe a third at most. The cool thing is that it should show the location of the Dwarven stronghold.
Now, it doesn't appear that this map aligns with my two Krull maps. I have a vague recollection charting an adjoining map to my personal interpretation of the Lands of Arduin, but this section does not seem to attach up to the east side of that map. The map is definitely my style of cartography.
Anyhow, it's a mystery. I will continue searching through my game stuff. There is a possibility I used the other side for a different map, or gave the map to another DM from our Blipping Game to draw their map. Grrrrrr...
Tuesday, December 13, 2016
1st Episode of an Original Campaign Video from 1991
As per usual, the system is 1st edition AD&D. J.A.S. typically runs his game tournament-style requiring spell details to be written down rather than looked up in books when cast. You might notice our Barbarian-Techno, Grady, is being run by someone new. Grady was basically our traveling NPC who pretty much was turned over to anyone who wanted to join up and didn't have a character. We actually still use Grady today in our game, one of the last remnants of this bygone age...
Sunday, December 11, 2016
9th and Final Episode from 1990 Game Session
The adventure created by Sick Rick and Dingul was actually very interesting. Ha, even the parrot. I really enjoyed what was done with the desert and Glass Sea, and had completely forgot about the Thri-Kreen. Of course, by the wee wee hours of the morning there is not a lot of deep thought, but our DMs seemed well-prepared.
Note that this recorded session was not the concluding session for Sick Rick's and Dingul's adventure. Our DM rotation was 2 sessions for a single DM or 3 sessions for two co-DMs, so this game had one more night to go which occurred the following late spring or early summer (alas, no video).
Now I want to see if I can clear up some holes the video left in the scenario. Mainly, what happened with Orcus?
Saturday, December 10, 2016
8th Episode from 1990 Game Session
While the adventuring party does not seem to have found time and/or a place to rest, players (myself included) are dropping out for naps here and there. Ha, we woke folks (especially those who played clerics) when we needed them.
Thursday, December 8, 2016
7th Episode from 1990 Game Session
This particular segment is mostly a combat, the "roll" playing, which is interesting for 1-minute melee rounds and our Arduin Grimoire standard critical hits occurring after 2 natural 20s. And, yes, during this portion of the video we are indeed listening to the proverbial Led Zeppelin (their live "Song Remains the Same" album).
6th Episode from 1990 Game Session
Did their Orcus-cult succeed?
That could throw an interesting timeline, or some alternative reality stream, into my current campaign...