All the Dungeons & Dragons news

There was a flurry of Dungeons & Dragons news last week (see Polygon.com summary), it came out just as I was ramping up to a frantic week of work so I was kind of distracted from absorbing any of it beyond the headlines. I’ve since done some catch up reading and listened to the relevant episode of the Morrus’ Unofficial Tabletop RPG Talk podcast for some discussion on this deluge of updates. Here’s a collection of my thoughts on some of these headlines:

Dragonlance

I’ve seen a lot of excitement about the return of this classic 1980s D&D campaign setting on Twitter. I did actually read the first two triologies when they came out, and ran the first AD&D module for friends. But my tastes in fantasy have changed rather a lot since then. There were more exciting settings, for me, released at the time and since, than ‘generic fantasy world but with clerical magics and deities removed and a LOT of dragons’. The books were enjoyable to read as works of epic fantasy, but like any ‘larger than life’ fantasy I’d probably find it a bit harder to run a campaign in a world where anything other than the ‘main events’ would feel overshadowed. It’s a reason why I’ve struggled to plan a satisfactory campaign in any Star Wars RPG.

This is apparently a new twist on the setting in that it will re-introduce mass combat style mechanics to this edition of D&D. There’ll be standard small-party adventures and a coop game to simulate the big battles of the War of the Lance. If the latter ends up being fun to play then it could tap into, belatedly, some of the general enthusiasm for epic fantasy + fantasy big battles in other media (e.g. the Game of Thrones series or even the Lord of the Rings and Hobbit movies). Mass combat simulation gaming isn’t something I’m in a hurry to revisit, I did my fair share of Warhammer 40k back in my 90s but I’ve not been tempted to revisit that style of gaming even in digital form.

I have my preferred D&D campaign already available with Eberron – as I mentioned my tastes in fantasy have moved on from standard settings. The Magicpunk / Renaissance-fantasy themes of Eberron have a lasting appeal for me, and have proved to be a richer source of inspiration for stories and backdrops for the adventures I have written myself than I ever found in older D&D settings.

Spelljammer

A much predicted and requested classic setting that’s also coming back, is the ‘fantasy in space’ Spelljammer. It was a pretty unusual setting when released: I wasn’t aware of any similar space fantasy properties at the time so it felt very fresh. In Spelljammer ships, both mundane and very exotic in shape, have magical helms attached that allow them to fly up and into space. Each star system is contained within an enormous ‘crystal sphere‘ (fan wiki link), and deep space – everything around and between the many crystal spheres is a magical medium called the phlogiston. Ships normally travel between spheres using ‘flowrivers’, invisible currents in this medium that connect pairs of spheres. The setting introduced some evocative factions to act as potential allies or enemies for the party: for example the vile neogi (centauroid wolf-spider slavers), the insidious mind flayers (their spelljammer ships are some of the most iconic), asteroid mining dwarves and an imperious elven space empire.

I rather loved Spelljammer back in the day, friends and I ran several different campaigns using the system so I got to DM and play in the setting. I even created my own cluster of crystal spheres to run an entire campaign based on Mystara, the de facto D&D setting for “Basic Dungeons & Dragons” (a k a OD&D). In theory I should be firmly within the target audience for this nostalgia-heavy release.

There’s one very major obstacle to me getting that excited about Spelljammer, however: unlike in the 1980s I now have a competing product for my freetime and DMing enthusiasm in the Starfinder system from Paizo. Although the two products are not identical (‘fantasy in space’ vs ‘science fantasy’) they do overlap in some key conceits – in both campaigns likely centre around a party of adventurers who have access to their own ship for travel between different planets or star systems. Both have travel and exploration as key underlying themes, and a wider-than-normal variety of species and biomes than say the Forgotten Realms (or even Eberron).

I’m so invested in Starfinder at the moment that I’m not keen to jump on yet another setting and campaign. I’ve seen some Tweets the sentiment of which I echo – along the lines of “great, Spelljammer is exciting, but hey if you didn’t already know there’s a very similar game already out with tons of great material called Starfinder…”

D&D Compendium

Who doesn’t love free stuff? The old 1980s concept of Monster Compendium for D&D is back (think serialised release of groups of stat blocks). Volume 1 will be available for free via the D&D Beyond website. Not surprisingly the first volume focuses on some Spelljammer-themed monsters. I’ve never signed up for a D&D Beyond account, but now might be the time so I can get access to some more monsters for my own D&D campaigns! For more details see this Bell of Lost Souls blogpost.

Posted in D&D, Starfinder, TTRPG | 1 Comment

That whole Twitter thing…

Apparently I’ve had a Twitter account for gaming since Feb 2016, longer than I’d have remembered to be frank. I read Twitter fairly regularly to get my highly curated and ecclectic mix of gaming, ttrpg and language specific content (mostly German with a sprinkling of French and Spanish). So it’s with some consternation that I read various tweets and blog posts about the whole takeover controvery – and the significant number of “quitting Twitter” Tweets and posts.

I read Roger’s excellent post on this and I have to say I agree with his take. Just quitting the platform makes me feel like I’m abandoning a lot of good folk whom I follow on there. Most of my interactions on ‘social media’ are on Twitter of late – I just don’t have the time or mental bandwidth for Facebook, and I’m not finding any time to sit on Discord either. I may not post that much, other than the auto posts from this blog, but I do interact with other people’s content there more than anywhere else.

Another issue for me is platform inertia or even exhaustion. I’m just done with adding new or more social media-type platforms to my life. All these companies are in it for the money and they all do terrible things. It’s seems a lot of effort and likely not so effective to try and live a digital life free of intrusive data collection. I could have left Facebook multiple times over the years but most of my family are there and I want to be able to keep track of them and their updates – it’s the best and easiest place to do that. Again, I almost never post on FB thesedays but as a place to interact with one segment of my life it’s the best tool I have.

I get why some feel they have to quit Twitter over this, but for now at least, I’m going to keep interacting with the Twitter accounts I follow, to show I value their posts and to do my tiny personal bit to keep one small, positive corner of the platform going.

Posted in MMORPG | Comments Off on That whole Twitter thing…

Cautiously optimistic on Dragonflight #WorldofWarcraft

I’m breaking radio silence to post about the World of Warcraft expansion announcement that I just watched live on YouTube: Dragonflight (offical site page). Regular posts won’t resume until mid-late May due to work commitments but a new expansion for a treasured MMO is worthy of coverage for posterity.

So Dragonflight has been announced as the next expansion, with some key features so far listed:

  • The Dracthyr race/class combo (new evoker class linked to and limited to the new Dracthyr race)
  • The return of more traditional talent trees
  • Dragonriding
  • Profession revamp

So far so good. I’ve always found the modern “talent row” system unsatisfactory, personally, I want more character customisation in order to make leveling feel more individualistic. The devil’s in the detail, but the preview screenshot looked promising – the combo of class and spec trees (Druid was shown for a split second) looked promising.

The concept of race/class combo does have a prescendence in the genre: for example the Beorning in Lord of the Rings Online. It’s pretty restrictive, so there are bound to be some grumblings on this as not everyone likes a lizard-based character: personally I’m a fan so have no problem with this. I wasn’t expecting a new class in this expansion and that is a good way to increase an expansion’s appeal to me, I can never have too many alts. This class will be ranged dps and healer (mail-wearing), which is a dream combo for me.

Dragonriding looks like a combo of customisable dragon mounts plus “vehicle rides” from a WoW perspective. More broadly it looks a lot like gliding or the griffon mount from Guild Wars 2. Movement mechanics is something I’ve praised before, so this could be a good thing.

Lots more to come no doubt, but hey, the Tuskarr will make a return properly in this expansion, that alone could be enough to bring me back!

Posted in LotRO, MMORPG, World of Warcraft | 1 Comment

Adaptations in TTRPGs

Thinking back to what I wrote about adapting to a dual-stick controller previously, I was reminded of several examples of adaptation in another gaming context: tabletop roleplaying games. I’ve also written before about the forever nature of roleplaying rulesets and supplements in that they do not suffer from “hardware creep” (in printed or PDF forms at least). Unlike computer or console games they do not automatically become obsolete in the way due to the relentless march of computing power “progress”. We may move on from earlier editions of a game, or just change our focus to other things, but the books or PDFs sit there patiently waiting a rebirth – kind of like alts in former MMORPGs but without the sword of damocles of a game shutdown hanging over them. Although I’m not that nostalgic for ‘old’ editions of rulesets, the setting materials and adventures can always be given new life in a slightly adapted form.

I’ve read recently about SW5E, a community project set up by Star Wars fans to create an adapted version of the Dungeons & Dragons 5E ruleset for playing in the Star Wars setting. There’s rather a lot on the community site now: the system has been under development for years already at this point. This is appealing to me for two reasons: firstly, the sunk cost that I have in the 5E rulebooks and the fact that I don’t want to start on “yet another” unrelated roleplaying system: i.e. the officially licensed Fantasy Flight Games series of Star Wars roleplaying games. Secondly, this would be much closer to and more compatible with the almost complete set of d20-based Star Wars RPG (original and revised) books that I own in print – launching a 5E campaign would be easy with so much material at my finger tips. Sadly that won’t happen in the near future as I have less than zero free time for writing/starting another campaign – but it is a project I’ll put on the to do list. All those rich settings books would make quite an adaptation project for any such campaign.

Writing across different editions is one of the kinds of TTRPG adaptation that I have most familiarity with. In my longest running Eberron campaign (3E D&D), I got a hold of all the published 3E and 4E adventure modules and stitched, rewrote and expanded on them to form a more or less coherent campaign that spanned several continents and many years of realtime adventures. It was a whole heap of fun to do, I rather enjoy adapting published adventures as it happens. The 4E modules were a bit of a challenge as the rules for encounters building was rather different and NPC stat blocks a lot more elaborate. But a mix of rebuilding encounters from scratch and improvisation carried me through some fun sessions. It was probably this campaign that hooked me the most on rewriting published modules as a major focus of my creative time, I have since written three adventures from scratch myself (two published on DMs Guild and a third in playtesting), but that involves a sizeable amount of incidental work that speaks less to my core skillset and motivations (e.g. map drawing and layout work).

I’ve greatly enjoyed all the expansion and adaptation writing that I have done so far for parts 1-4 of the Dead Suns adventure path for Starfinder; all the ‘hard work’ is done for me: the maps are drawn and the plot is laid out. I get to embellish on that, fix the plot gaps or loopholes, add in extra scenes or encounters to fit my party and generally focus on polish and ensuring the adventures work for my group. I’m also deriving a lot of pleasure from the partial rewrite of my published campaign modules for a second group – maybe a little too much as the plot rewrites may be getting too extensive! Again, it has allowed me to focus on the things I enjoy the most (plot, encounter design, mysteries & puzzles), while using the preexisting maps and story framework.

A related final example of adaptation that I rather enjoyed was the creation of the Signalleer class archetype for the 5E Ranger, embedded firmly in the settting and plot of my Eberron campaign, but with a conscious acknowledgement that it could be of interest to a player or DM who just wants a new option for the Ranger – irrespective of what adventures are to come. I re-read this recently as was reminded at how much fun it was to take the same core concept and to adapt it for not only for other imagined campaigns using Eberron, but also the entirely separate Forgotten Realms and Ravenloft settings.

Am I describing an incredibly niche writing job here? Maybe this is actually the work of a developmental editor (something I’ve heard mentioned on the Mythcreants podcast)? It’s something I believe I am good at and really enjoy doing so I should probably see if I can do something about that…

Posted in D&D, Fantasy Grounds, Starfinder, TTRPG | Comments Off on Adaptations in TTRPGs

Where does the time go?

I find myself perplexed at how quickly days go by. I’m not sure if it’s the pandemic (ongoing/aftermath) or age or just being busier than ever. I was away last weekend so no post and suddenly it’s nearly two weeks since I wrote anything. Sadly this also applies to gaming, at least computer-based, I’ve barely played anything in the last two weeks. I managed to sneak a quick game of Everquest 2 to do some dailies, and I played one shortish session of Lost Ark. It’s two weeks and a day since I last managed to play Star Wars the Old Republic.

Travel .. elsewhere!

I’ve been busy with work – two 50% FTE contracts takes more time and energy than the sum of their hours – I’ve worked both Tuesday evenings in-between and will probably work some more this weekend. I manage to squeeze some Gloomhaven sessions and other coop stuff into other evenings but MMO gaming isn’t happening at the moment. I’m not even finding much, if any, time to write RPG adventures.

I do wonder if my sense of time has changed over the last few years? I’m back working full-time+ after having mostly worked 70-80% full time equivalent for years, I guess I got used to having more free time than this. I also feel like I’m lacking energy in general, though that could just be a “changing of the seasons” thing. There’s been more early nights of late, which also cuts into gaming time. I’m also lacking a sense of attachment to any specific games – if I do have free time I’m as likely to get sucked into watching YouTube lore videos than actually gaming.

Vista unlocked!

My free time situation should improve dramatically in May, still two months away, but getting closer now, after four months that have felt like “crunch time”. Here’s hoping I get back to gaming more in the future!

Posted in MMORPG | 1 Comment

WASD love

I realised something recently that may be a result of my specific gaming history: of the many hours as a teenager, student and then early career 20-something playing endless hours of various 90s shooter, action RPG and similar first-person PC games. In such games the default mode has always been ‘WASD’ movement – using a block of standard keys for directional character movement (usually with Q and E for strafing). I’ve been playing recently, by coincidence, a number of games that do not use this movement stalwart and I find it irritatingly impractical…

I may shoot wildly at townsfolk on occasion…

Lost Ark for instance has “click to move”, something I’ve seen in a number of imported MMORPGs, but usually as an optional alternative to a more direct control scheme. In Lost Ark abilities are tied to the WASD block – I’ve not played enough sessions to overrule my muscle memory on the control scheme so I often start randomly firing guns while moving around town or the wilderness because I just want to press ‘W’ to move my character forward.

I suppose with isometric games WASD does make less sense given that it’s less immediately apparent which exact way your character is facing. It’s been a long time since I played through Diablo 3 or Path of Exile though, so the movement scheme is one aspect of Lost Ark that is jarring. It’s not like WASD is always absent from such games however, husband and I are playing through the gothic isometric adventure Arkham Horror (Mother’s Embrace) and movement of your character is almost exclusively through the WASD keys. It works perfectly well in the context of the game and provides the precision needed for a turn-based combat system where movement and range-limited actions need somewhat careful positioning.

Taking a screenshot while running is impossible (for me) on the controller

I’m also playing a good amount of Jedi: Fallen Order on Playstation 4. I doubt I will ever feel at home with a dual analogue stick controller – it just feels like finger gymnastics to coordinate moving and changing perspective at the same time – despite the irony that I am 100% fluent at using a keyboard and mouse to do the very same actions. Pressing forward the left stick to run forward whilst also pressing that same stick down to run seems like an awkward combination to me and I often loose speed half-way towards my destination / the enemy. Holding down shift (or a similar modifier key) with W never bothers me in the slightest.

Not much of a conclusion to the post to make, it’s just something I’ve struggled a bit with of late. I compare the experiences above with a recent dip back into Warframe with a friend and, despite not playing the game since circa 2018, I felt like a duck returning to the water with the controls.

Posted in MMORPG | 2 Comments

To upgrade or not (Windows 11)

My gaming laptop has had some issues recently, in part because I’ve not done the standard fix for any more serious Windows performance or reliability issues – I’ve not reinstalled Windows on this laptop since I last replaced the hard disk (with a faster SSD model).That was in 2016 to be precise (thank you blog-as-memory). That may fill some readers with horror at the thought of all the file-detritous that will have built up, but I’ve only started having performance issues in the last couple of months.

A rebuild may help the laptop’s, or at least the operating system’s, performance a bit; realistically though it’s a big chunk of effort for maybe a rather small amount of gain. Buying a new gaming computer isn’t at the top of my financial priorities at the moment but I could consider it later this year.

I’m now using two different work laptops (I’ve ended up with two jobs, a long story for another time), both running Windows 11. One I’ve upgraded to 11 from 10, the other came with 11 pre-installed. Both perform well for their respective hardware spec and I’ve not encountered any major bugs or problems adapting to the new Windows. Neither is appropriate or specced for gaming though, so I haven’t experienced gaming in Windows 11 yet.

For my work computer the upgrade was a no-brainer, it saved the organisation money and I only use a limited set of software on that. My gaming laptop has dozens of games installed, productivity software, Fantasy Grounds (two versions) and a host of tech tools. That quite a lot of software that might be obsoleted or broken by the upgrade. I wonder whether upgrading, during this limited time window, is worth a shot to eek a few more months or years out of the old laptop?

Posted in MMORPG | 4 Comments

Bless Unleashed coop thoughts

Having played some more Bless Unleashed as a trio I have some thoughts to share on just how good a MMORPG Bless is when playing partied-up with friends. In general the game is good fun to play in this mode: there are large packs of opponents in quest areas and it makes for efficient and somewhat more relaxed gameplay if you have a friend or two as support. As yet I haven’t seen much in the way of synergy between characters, but my Mage’s ice magic does freeze foes in place, which can be useful tactically for the Priest and Ranger that make up the group.

One rather annoying restriction we’ve come across so far, is the Arena ‘dungeon’ that we found in the Amphitheatre area. This is a queued and instanced single-fight activity. It’s repeatable, which is the one saving grace since it’s strictly limited to a party of two characters. Why a trio can’t join I have no idea: that seems a rather arbritrary restriction. This makes me worry about the accessibility of group content going forward. There are four more of these duo-only Arenas going up in levels. Then the matchmaker shows dungeons that are all 5 person. I suppose these too will be strictly limited to 5 players or not at all? Pugging group members may be common to this type of game, but it’s never been our style.

This first Arena experience was interesting enough. Mechanics to deal with that are familiar enough to anyone versed in the same type of fights in older games: dodge telegraphed attacks, look for gaps in a wall of glowing shields before they fire bolts in both directions. Playing the fight twice each, we made our way through the instance with the three different possible combos of our characters. That is annoying to have to do, we all want quest completion and want to keep our character XP/ level in step – so the only way to achieve both is to do each of these Arenas three times in a row in varying pairs.

After that as we quested through the zone en route to Galloppa Farm and we came across our first giant. Just another ‘zone boss’ fight along the lines of the big wolf we’d fought previously: we then had a tough battle but successfully vanquished this towering foe by some careful observation of his bigger attack ‘tells’ and judicious health potion use. These early zones are replete with mobs, but very quiet player character-wise. The main city buzzes with other players, but we rarely have help from others on these tougher group fights, so it’s a very good thing I have a ready made party! That’s a noticeable difference from when I last played the game solo.

After a few hours of questing, zone boss fights and Arena battles we’d gained gear, a level or two and explored our character build options some more. It was then we noticed how strangely red the sky was. It was upon turning another corner that we saw the mighty sky-tentacle! As a veteran of Rift’s titular world quest events, and Elder Scroll Online’s Anchors, I was immediately excited at the prospect of a public event to join. Sadly, upon charging over we realised that our level 8 characters were not up to joining the fight against the level 28 monsters spawned below this oddity. I look forward to eventually being more engaged in public content though!

Overall, so far, we’re enjoying Bless Unleashed as a coop game. The game could do with rethinking some of the restrictions – fixed party sizes are so last decade. Also, the game’s heavy phasing system can make it hard to even see fellow group members – not just based on main quest progress but also, sometimes, side or zone quest progress as well. We’ve gotten better at working out from the quest log what is going on, but the game could do more to communicate any discrepancies.

One final issue I have is that my 2014 gaming laptop is finally showing its age. More than other games I’ve played I find Bless really makes it struggle. The game runs fine for a while, but both times that I’ve played with others I’ve had more issues with mobs not showing at all – my Mage starts taking damage and my fellow party members can see the respawned threat but I can’t see anything or interact with them. I feel like this is likely my game client struggling to keep up. Boss fights can become difficult if I start to lose too much frame rate as well. I guess its about time I consider an upgrade…

Posted in Bless Unleashed, MMORPG | 2 Comments

Accidental difficulty #SWTOR

My recent first brush with SWTOR’s Onslaught content made me think some more over difficulty for solo or story content in MMORPGs. I’m not used to finding that much difficulty in solo content in SWTOR, at least outside of heroics. So it’s been a bit of a shock to suddenly need to be super tactical in fights even with normal mobs. I played another session of Onslaught yesterday and, again, despite returning to the Fleet and back to Onderon the mobs are all level 75 any my Shadow is level 71 so it’s tough going outside and inside of instanced content. I was left thinking this may be a scaling issue or simply a bug affecting my character.

Four normal mobs was too much if I didn’t pay a lot of attention to the fight

In a follow-up session this morning I sat down to read some guides and work out if I was doing anything wrong rotation or chosen ability-wise. It was only after some time that I realised a big probable factor – the switch to combat styles in the 7.0 had defaulted my character to Infiltration melee-DPS spec by default! This character from his inception to be my new main for the Knights of the Fallen Empire expansion has always been as a Shadow tank.

Infiltration is not his normal spec!

So then I had to spend a chunk of time switching back to Kinetic and rereading all his abilities. The game automatically resloted a load of abilities, maybe it’s my imagination but he ended up with about 40% more buttons to press than the perevious, brief journey in melee-DPS spec. More attacks, especially area attacks and the much-missed damage reduction cooldowns. It does make me wonder if the dps spec itself was bugged, melee-DPS rotations aren’t that much simpler in SWTOR, are they? Regardless of the number of buttons to press, my character’s effectiveness in the next instanced mission was much improved. More damage to all foes at once, better spike damage to single target and those lovely survivability buttons to keep things safer at the start of a pull.

I need to remember to swap out Theron…

So now I’m not even sure if the troubles I had were more down to the spec mix-up rather than scaling. Or maybe just playing a tank spec allows me to face challenges several levels over mine regardless? I’ve always played this character to stealth into a group of imperials, open with CC on the toughest and then take down the remainder in order before swinging back on the stunned one. Fairly standard MMO group tactics that work just as well solo if you have the abilities. The lack of Force Lift is going to be an issue for droid opponents though, Mind Maze doesn’t help me there.

Mind Maze will not help you now, Padawan

The topic of difficulty is something I’ve considered before multiple times. In the end it is not just the design of the content or the possible bugs in technology surrounding character level and level scaling. It’s also a factor of how we choose to play our characters as one spec or another. World of Warcraft made many, many changes to class design to level-off the difficulty curve between classes and specs for content. It’s not perfect even today but much narrower than in many other MMORPGs, but the end result are classes that feel rather homogenized. My recent experiences in SWTOR indicate that class choice, spec choice and how I play said character can all impact my experience of difficulty of specific content. Whether that says more about my playstyle or the complexities in this gaming segment, I’m not certain.

Posted in MMORPG, SWTOR | 2 Comments

I’ll tell you when I get there #SWTOR

I see lots of discussion online about the latest Star Wars the Old Republic expansion. The buzz around its launch was enough to tempt me to come back to the game for some story-mission fun on my Jedi Shadow main. I almost resubbed last week but realised I wouldn’t have time to play much for days so delayed until the new cinematic trailer arrived, that was enough to get me to click on the old sub button. Star Wars is a mood for me, it’s a deeply ingrained cultural memory from my childhood (of seeing Empire as the first thing in the cinema) plus a lot of happy hours of play with figures, and much later, computer games.

It’s not without its controversies I had already read based on testing coverage; last night I saw one major aspect of that for myself – the UI changes are “in your face” as the character sheet panes now look more akin to an action RPG (I would say). In my usual style I leapt straight into the mission for Onslaught, the previous expansion that I haven’t touched, and realised in media res that my character seemed to be struggling against silver mobs and that two of them at once was a deadly encounter. I reached out on Twitter, but had the embarrassing realisation afterwards that I wasn’t using my best healer-bot companion (the one with the highest influence rank (i.e. combat effectiveness). Switching to my favoured companion from the Knight expansions (Koth) helped me progress as he had double the rank of the other and his healing was enough to prevent each fight being a struggle to the death.

Theron’s healing wasn’t enough

Even so, I was barely managed to kill the gold mob at the end of the ‘palace’ story arc, and afterwards felt I needed a break from the knife-edge stress of combat so I logged off. As a player of Everquest 2 I have gotten used to mob levels and quest levels not always matching my character’s or each other. Signature quests often have a level nearer the expansion level cap from the get-go. In most MMORPGs that’s a sign of something being out of the ordinary, or a sign your character has gotten ahead of him/herself. In this case in the starter instanced content of Onslaught, where the mission level and my character’s level were both 70, all of the mobs were 75 (the new starter level for Legacy of the Sith I imagine?). As Shintar commented on my Twitter, the scaling may be bugged on the mission.

Definitely a level 70 mission

So if I can get past what might be a scaling bug, I intend to play through Onslaught and then play through the new expansion’s content as a duo of content patches. Given other time-pressures, I can’t say it’s going to happen that quickly, I’m not one to rush content in any case. But I’m looking forward to playing a lot more Star Wars in a game I’ve invested a lot of time in over the years. As to what the new expansion is like, I’ll tell you when I get there!

Posted in MMORPG, SWTOR | 2 Comments