Ben, Rissa, and Leslie were talking about the absolute cheese that is in Star Wars and related products, how it’s baked into the essence of it, and discuss many ways to add it in and vectors to add some tension breaking levity to your adventures
In the second of a three part discussion, the GM and players behind our Heroes: Ben, Kristine, Leslie, Chris, and Brent reflect on their experiences playing the Friends Like These adventure from Fantasy Flight Games. Along the way they answer listener submitted questions, goof off, and discuss the end of Heroes of the Hydian Way’s first season and reveal the plans and cast of season 2.
We talk about the players who shoot first and may remember to ask questions after they’ve looted the bodies. We get ideas on how to make the experience broader with them and how to try and how to make their actions matter to the stories you’re telling.
In the first of a three part discussion, the GM and players behind our Heroes: Ben, Kristine, Leslie, Chris, and Brent reflect on their experiences playing the Friends Like These adventure from Fantasy Flight Games. Along the way they answer listener submitted questions, goof off, and discuss the end of Heroes of the Hydian Way’s first season and reveal the plans and cast of season 2.
Ben is getting ready to run Mask of the Pirate Queen, Rissa runs a bunch of investigation and mysteries for her players. Rissa gives insights from her many adventures and what has worked and what hasn’t.
This week we’re excited to welcome James D’amato from the One Shot Network to talk about improvisation and some strategies to make it easier at the game table when players throw you for a loop.
With the Battle of Xorrn over, one question remains for Kith Ursi’bek, Neema Talemy, and Matu Ordo. What comes next?
A scenario that’s always hard to setup is getting player characters captured. We talk about how to make it more intuitive for the characters to be captured, how to deal with a near total party kill, and how to make it so the players get the idea to be captured ‘all on their own’
Over the last month, Neema Talemy, Matu Ordo, and Kith Ursi’bek have saved a cruiser from a black hole, negotiated with Mandalorians, attended parties, freed slaves, and lost friends. Now, as the Battle of Xorrn enters its final act, they find themselves before the Imperial invasion’s leader.
We started to talk about playing different species for your games and how to make it matter for your players. From how NPCs interact to how to set expectations at the table
As the Battle of Xorrn rages on, our Heroes split up to find a means to dispatch the Empire’s remaining walkers.
Episode 200, you’d think we’d talk about something profound. We talk about one of the most profound things you can actually do for your campaign. How to end it. Three hosts talk about the different kinds of endings we’ve seen and give some advice for GMs on how to make it satisfying.
With the floating fortress destroyed and communications restored, our Heroes rush to support the west front.
The topic of difficult players came up in discussion in the Tales twitter DMs. This brought up the different sorts of ways players and GMs can not see eye to eye on ideas and drew us to this episode topic.
Fortifications in place, blasters charged, and traps set, our Heroes lay in wait to receive the next phase of the Imperial assault.
We were asked about a particular build for a character, it raised a bit of a flag for us and all hosts decided we should talk about specializations that require a bit more work by those around the table.
As the Blood Ambition jumps into hyperspace, an escape pod carrying Neema, Matu, Kith, and Alico sails through the debris field surrounding the shipyards of Xorrn.
We have a huge group to talk about Solo: A Star Wars Story and share our perspectives. To a person we liked the movie, but we also are the sort who can look at it and see what could be done better. Continue reading “Episode 197 – The Han Tale”
With the Blood Ambition‘s security force on full alert, the Suicide Shock Squad attempts to access the hyperdrive controls in a last ditch effort to damage the Star Destroyer before it reaches Xorrn.
Communicating difficulty in an encounter is trickier than just giving out a number of dice. The players need to know before hand how to set their expectations. We discuss how and a few things that would normally be missed. Continue reading “Episode 196 – The Difficulty Tale”
The team reunites, Imperial troops hot on their heels. Now that the alarm has sounded will our Heroes depart the Blood Ambition or fight their way through to do more damage? What will Kith and AMP make of Matu’s grisly presents? And will they finally meet their Imperial mole Agent Alico?
We talk about how to inhabit a character and create a perspective to separate two characters in a scene. We also touch on ways of acting to make a character unique in your play group as a player Continue reading “Episode 195 – Into The Character Tale”
After dropping a grenade in the hangar bay control room, Kith and AMP duck out of sight. Can they find the rest of their squad before the Blood Ambition‘s Stormtrooper patrols find them?
Ben and Rissa discuss running a module and some of the pitfalls that can emerge from trying to follow too close to the text as written. Continue reading “Episode 194 – The Module Tale”
Narrowly escaping the Blood Ambition‘s hangar bay, we follow Neema and Matu as they attempt to lose their pursuers and rejoin their wayward teammates.