This week we talk about narratively dealing with a timer, how to set aside rules when the party just doesn’t need them applied, and how to make space combat more interesting while using the rules we discussed in the last episode.
We also cover using capital ships and how to deal with them, and we even touch upon how to deal with reinforcements coming to the field narratively.
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Or you can sit down next to us as we outrun these TIEs, dodge the Exogorth and give you a few ideas on how to make space combat better in your adventures below.