We’re back and talking social skills, how we use them, how the intent of the rolls are a good indication of how they should be adjudicated, and how two skills can be used for the same rollContinue reading “Episode 228 -The Social Tale”
Thinking about the one shots we’ve run, and how we’ve gone into preparing the adventures. We look at two vastly different styles of creating an experience for our players.Continue reading “Episode 227 – The Single Shot Tale”
We talk about what 2018 has brought to the show and where we’re planning to take Heroes and Tales in the next year.Continue reading “Episode 226 – The Road Ahead Tale”
We talk about how big can one social check be in a combat action, especially one that has gone on quite long. From there we talk about types of actions that are easier to adjudicate and give some fun examples of how charm can be used to deflect combat from happening.Continue reading “Episode 225 – The Charming Combat Tale”
People aren’t always paying attention and can be distracted by a great many things, we talk about when it starts impacting their participation at the table as well as others.Continue reading “Episode 224 – The Present Player Tale”
We look at the difficulties in adding a new player and their character in the middle of an ongoing campaign and making it as seamless and as rewarding as possible.Continue reading “Episode 223 – The Adding a Player Tale”
Secret societies show up in more places than we’d normally think. They are a very valuable story telling tool and we explore them in a fashion that makes them easier to use.
We talk about a topic from the discord regarding mixed groups and how to make it feel that everyone is in the story, instead of just given simple tasks to do. From magic users and Genesys to how to get force users to constrain their powers, we have ideas.
We talk about villains in your game, from introducing them, how much different types of adventures bring a villain out to the players, and so many places in between. We have advice and tales of when things didn’t go right.
From policing what or why your character would act a certain way to figuring out ways to make sure your split party compartmentalizes we have ideas on how to get your players and characters to identify closer to each other. We talk about how to metagame with a much freer conscience and a few simple ways GMs can gently push their players forward from planning to action.
Your players do weird things and will deal with situations out of the order in your head. We talk about some of our experiences with players going left when we’d have expected them to go right, and give a few ideas on how to deal with it otherwise.
We start talking about social encounters and then expand to talk about how to bring threats and advantage to the table in more narrative ways than just boosts and setbacks going into the next roll. Continue reading “Episode 167 – The Threatening Tale”
We slip from idea to idea as we talk about learning what your players want to do and giving them the tools to do it. Continue reading “Episode 166 – The First Tale”
We look into some of the ways to save a flagging group from having co GMs to genre swapping on a regular basis. Continue reading “Episode 165 – The Round Table Tale”
We talk about Dead in the Water and how you can break down the modules you see and read to make them more your own and get inspiration for the campaigns you want to run. Continue reading “Episode 164 – The Personal Module Tale”
We talk about how to make adversaries and villains build in power, how to make them build in threat relevant to your player characters, and how to make these characters be more of an actual character to your players than just cardboard cutouts. Continue reading “Episode 163 – The Party’s Problem Tale”