272 – The Saber Tale

We were given a prompt on our discord server, and got talking about using sabers and the force in Star Wars adventures and how to make getting a lightsaber into something momentous for the characters and players.

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271 – The Empire Strikes Back Tale

Rissa and Ben take a look at The Empire Strikes Back to see what stories that they get inspired to tell by the movie and little corners that create new avenues for adventures for you to use.

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270 – A Tale of Building

We talk of setting and communicating difficulty to not overpower your characters, and to make sure that your players understand the difficulties that are presented to them. From a single patrol to a gang that’s chasing after the party we have ideas on how to make sure no one is taken by surprise.

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269 – The Lawless Tale

Law enforcement through out the galaxy has different textures that your players can feel. We start off talking about what to do with players who seem to be a law unto their own, not paying Stormtroopers any mind. Then we move to the outer rim and find ways to make a one ronto town feel alive with the sheriff. Finally we move through the detentes of the underworld and through using the Force in the dark times.

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268 – The Side Quest Tale

We talk about making obligation and character side quests simple and and achievable along side the main plots. From keeping the ideas contained, to getting the players involved we have ideas on how to make character quests awesome for you and your players.

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267 – The New Hope Tale

We start our series on taking inspiration from the Star Wars movies and seeing what stories we want to tell in the cracks, and what giant plots and galaxy changing things we see as coming from the text of the movies.

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266 – The Expensive Tale

We talk about the stages of an adventuring party, from the poverty of starting to gaining the experience and equipment to be awesome. Ideas about how to handle the frustrations and lack of equipment abound in this episode.

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265 – The Consequences Tale

There are times when players seem to not recognize when their actions should have consequences for their characters. We give advice on how to tie their actions explicitly back to the character actions and in how to make it more interesting when a die result means it’s complicated.

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