The Sam Stewart Tale

We interview Sam Stewart, RPG Manager for Fantasy Flight Games, about the Force and Destiny Core book.

We talk about how the specializations were designed and how to use Inquisitors and high level Nemesis characters in  your game.

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The Alternative Force Tale

We answer two listener questions about force traditions and how to not let force users out shine other player characters.

We go from the witches of Dathomir to Gand marshals to figuring out how to treat a whole party as a whole party.

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The Ascendant NPC Tale

This week we talk about Rivals, Minions, and Nemesis characters and how the different power levels change the way you want to use them.

We also talk about how to take an NPC from the lowly minion who runs away from the PCs and transform them into  a truly terrifying nemesis later.

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The Binding Tale

We talk about Bind, Protect/Unleash, and Battle meditation in this episode.

We give the High-Powered abilities a look to see how they can be misused by GMs and to see how they can be used to tell amazing stories.

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The Powered Tale

How do you make Force Powers epic?

From the simple powers, such as enhance, to those that are iconic, we find interesting ways of approaching them and how they can move the story along that isn’t just the focus to an entire session.

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The Core of Destiny Tale

We talk about the Force and Destiny Core book.

The book is finally out, and we have a few things to say, and to praise. We go from motivation to morality, from the GM section to the specializations, and we don’t just have a little fun with it.

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The One Shot Tale

Ben and Cam have a few ideas on how to grow your community, add flavor to your one shots, and bring in more people to your games faster when using pre-generated characters.

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An Impossible Tale

This week Cam can’t join us, so we pull in two guests. We talk about specialists and how they can be very difficult to deal with on the fly. We also come up with a few ways to keep your specialists feeling special, and how to engage them without punishing them for specializing.

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A Party Tale

This week we start a look at how you can deal with holes in the party and how, as a GM, you can challenge players without making it punishment for choosing the ‘wrong party’.

We also give a few ideas for party concepts and how they can be made into really amazing adventures or campaigns.

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A Desperate Tale

Ben and Cam take a deep look at the careers and species in the new career supplement for Age of Rebellion. They cover some of the ways that it’s evocative for new and old players alike. Styles of play and odd ideas are tossed about with great relish.

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An Imperial Tale

Today we talk about a much requested topic, campaigns in the Empire.

We take a look at many of the different things that come up when working with Stormtroopers in the shadows of the Clone Wars.

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Setting the Tale

Getting players to engage with a setting is never easy, and getting players to use the setting to their advantage is even harder.

This time we talk about setting tone, suspense, using fear, where to glean some useful feedback, and many other things.

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Exploring a Tale

With an explorer you never know what you’re going to find. Whether you’re driving through a mountain pass trying to catch an imperial squad that stole your crystal skull, or finding the next rancor that your benefactor has paid you to take down. We talk about the many facets of the explorer and also delve a little into ways to illicit skill rolls that aren’t asked for by the GM.

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Dan’s Tale of Beginner Boxes

We talk this week with Dan Clark about writing the Beginner Box games and why some of the choices are made to go the way they have. From why the starting characters are the way they are, to how the adventures grow from “this is a skill check” to stealing a ship.

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The Cantina Tale

We were asked by a listener (@brometheus) about how to use Cantinas effectively. We finally got around to looking at the question.

Why do we use them in a game?  What are we doing within them? And, how we can change the concept of a cantina to fit a few other situations?

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A Tale of Social Contention

This week we talk about the five social skills and how they can be used and characterized by the NPCs and the players.

It isn’t just choosing from the list, it’s part of the character and how the character is perceived throughout the entire adventure.

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The Tale of Preparation

Ben and Cam talk about things in the Star Wars system that we find irritating or clumsy and how we deal with bringing them to the table as a good way of expanding the story.

We give advice on how to be prepared for a session, how to use your players characters as a guide for what problems will come up,  and how to let them happen without breaking the game.

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The Tale of Session 0

We bring in a very experienced GM and player to talk with us about Session 0, what goes into it and how we can use it to propel our game session, and group, forward.

We also talk about one way to deal with that character concept that just doesn’t want to get along with everyone else at the table.

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The Tale of Hiring Guns

Hired Guns are a huge pillar of Edge of the Empire. One of the six careers. But, the basis behind how you can make the most of them is not quite as easy as it sounds. We dive into the career and find some people who help bring the nasty pain to their opponents and how you can make an even better one.

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A Tale of Duties Core

A couple people poked us about Duty and how to use it in a game setting in a way that wasn’t just a second way of collecting experience. We started off simple and then it grew into something much deeper, like the duty mechanic itself.

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A Tale of Responsibility

We start talking about Force Unleashed and how to deal with players who have characters at that power level. We examine the tropes and raise a few good points about how you can make the consequences of their actions matter to them at the table. Continue reading “A Tale of Responsibility”

A Tale from the Front Lines

We saw the Rogue One preview. It was amazing. Then we started talking about running a campaign like that and asked ourselves how we would do it. One thing leads to another and suddenly we’re discussing how to make a decent war based campaign that doesn’t feel like an Edge of the Empire campaign.

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A Nonchalant Piloting Tale

Cam has a plan, and that plan is to finally talk about Fly Casual.

Which we did, and we pretty much love the book. There are so many stories that we can pull out of it. We discuss the kind of stories that make Fly Casual a great resource, talk about the three new specializations, and talk about some of the story ideas we have for the species.

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The Developing Tale Of Max Brooke

We were able to find Max Brooke and get him to talk about all of the fun things going on at FFG as well as some of the cooler aspects of Star Wars the RPG and why having a single campaign to run is a good idea.

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The Tale of the Second Story

Ben and Cam started talking about ships and the big concept ways of using them and the topic started to drift quickly. They slingshot past how to make things more interesting from the outset of a campaign and end up talking about how to keep a campaign interesting over the longer term and how to ratchet up the difficulty.

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