Here’s something I’ve been dealing with lately that keeps jumping to the front of my mind. How can I deal with a published adventure that has significant problems with it but has a single diamond in the rough that will drive some great sessions?
Tag: Fantasy Flight Games
The Deadly Space Tale
We talk about what in space can cause your players a hard time and how to make it more interesting in an adventure and story. From the terror of a black hole to the raw power of getting close to a star being in a starship can be fraught with danger. Continue reading “The Deadly Space Tale”
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Eyes Up – Taking the Boring out of Randomness
GMs have to strike a weird balance in ongoing campaigns. Don’t do too much preparation; so that when players go off the blazed trail you aren’t starting the nights campfire with your notes. But, also have enough structure so they aren’t just spinning on the log flume again and again going nowhere. All while having a little bit of fun while doing it. Many people look to random tables to solve the preparation issue to avoid burning out from creative fatigue. The problem with that is many of the encounters I’ve seen using encounter tables have been horrible; worse than just throwing a dart at the index. There is little life to the encounter and the GM doesn’t understand how the monsters are to be utilized in the scene.
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The Disastrous Tale
What do you do when you’re planning on throwing your players into a disaster? Why are there certain tropes to use and to avoid? We look to some that come up and many of the research you can use to make your game feel even more amazing. Continue reading “The Disastrous Tale”
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The Exploration Tale
We talk about exploration and how to avoid some of the pitfalls that are so easy to come up against when bringing this to your players. From having a place be devoid of life to not remembering to have a goal once the players get to a new place we give a few ideas on how to make your exploration better. Continue reading “The Exploration Tale”
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The One Shot Villain Tale
We talk of Thrawn and grand villains as well as thugs that are easier to completely defeat. The discussion goes from why you want to use them and how you can frame long term villains within their own narrative for how they got there.
This episode would not have happened without the article posted on Eleven – Thirty Eight
Continue reading “The One Shot Villain Tale”
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The Analog Tale
We talk of Star Wars and how technology should be a support for your story unless it becomes the complete centre of it. We go from discussing the tech and some of the oddities to discussing how to use it at your table in ways that move the story forward. Continue reading “The Analog Tale”
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The Atypical Campaign Tale
We talk about adventures without combat in this episode. And look at many different ways of creating a dramatic narrative without forcing the players to pick up a blaster.
Continue reading “The Atypical Campaign Tale”
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The Deep NPC Tale
We talk NPCs and how to make them and your base interesting in an Age of Rebellion setting, as well as the varried locations you’ll run across in Edge of the Empire and Force and Destiny. Continue reading “The Deep NPC Tale”
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The Hard Crime Tale
We go looking at new ways your players can slip deeper into a crime lords grasp and how you can give the players two choices that they don’t want to take. Ben and David talk about how crime in fiction isn’t always happy go lucky and can be a huge moral quandary for those involved. Continue reading “The Hard Crime Tale”
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The Crossed Personalities Tale
We talked about The Crossroads Sector last week. This week we populate it with a family with a dark secret, a desperate criminal with a heart of gold, and a ghost ship that holds a terrifying secret. Continue reading “The Crossed Personalities Tale”
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Eyes Up: Messing with Money
Creating a story out of, or imposing a story upon, a roleplaying group is a very daunting thing. Taking a look at what The Angry DM has written this week got me back thinking about why we use anything at the table, from an NPC to a blaster pistol. There are so many different levers you’re able to use to get to the same place whether it’s character power or world based. Continue reading “Eyes Up: Messing with Money”
The Crossroads Sector Tale
Wow, we made it to 100 episodes of Tales. We’re celebrating by giving you a huge gift of a new sector with interesting planets and some dangerous places where the profit can be bigger then a smuggler can imagine. Continue reading “The Crossroads Sector Tale”
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New Site Announcement
We now can be found at TheHydianWay.com where you can find links to as much of what we talk of as we can find, as well as all previous episodes and some bonus content for our loyal followers.
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The Public Force Tale
We talk of the repercussions of using the force publicly in the Empire and how it becomes this impending doom that is creeping upon the players. From Moffs to Hutts and every where in between we find the ways people will try to control the power of the force. Continue reading “The Public Force Tale”
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The New Player Tale
This week we talk to Susan White, the player of Behr on Dice for Brains. We talk to Susan about being a new player at the table and how to be better at improvisation from the player side of the screen. Continue reading “The New Player Tale”
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The Jelly Tale
We have Ross Rockafellow back to talk more about morality, conflict, and sith flying squirrels with us to learn how to use each more effectively at our tables.
Continue reading “The Jelly Tale”
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The New Worlds Tale
Ross Rockafellow from Dice for Brains sent us a message about wanting to answer some listener questions with our group of opinionated GMs. Little did he know that we wanted to ask a few questions of our own.
Continue reading “The New Worlds Tale”
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The Menacing Villain Tale
We start with an impossibly powerful villain and try to figure out interesting fashions to make them feel menacing without having them feel staged or forced.
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The Bar Brawl Tale
David and Ben talk about how you can get a brawl happening in a bar without your players going murder happy.
From how to split a scene into two encounters to why it’s okay to do so we dive deep into brawling in public.
Continue reading “The Bar Brawl Tale”
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The Tale of Fear
We talk of fear checks and how some really dislike them, bringing a full top to bottom examination while giving a few ideas on how to make them much more awesome than a pit trap.
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The Herding Players Tale
This week Joshua asks David and Ben why his players are floundering after giving them an open sandbox to work with.
Discussion erupts around ways to move the story along and ways of presenting story that players care about.
Continue reading “The Herding Players Tale”
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The Modified Tale
We look at Special Modifications this week and find that there is a surprising amount in such a small book.
We have a bonus sized episode for you to make sure we at least got through the start of the character stories.
Continue reading “The Modified Tale”
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The Art Tale
We look to the art of Fantasy Flight Games to glean inspiration for adventures and even campaigns.
Work coordinated and curated by Zoe Robinson has been an inspiration during her time at FFG, and this is our tribute to her work as she departs to Blizzard.
Continue reading “The Art Tale”
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Confessions of a Newb GM: A Plan Comes Together
Most adventuring parties only see an innkeeper as the provider of ale and food with the possibility of lodging and rumors if things go well, but the innkeeper can become the gateway to the whole town when the players look deeper. In a quick pass through town, or as a single adventure without a twist that the innkeeper is involved in, nefarious things are all that’s needed, but, when it won’t be just a single adventure, it becomes more important to know why the innkeeper is doing things. Having the innkeeper be knowledgeable about the shady things in town is a common trope and makes sense if they’re the classic bartender like Shotglass, but it can take on a sinister tone if the information they feed the party leads to cleaning out a potential competitor or if they use the party as the heavy hand of the thieves’ guild. The innkeeper in a small town is a huge source of wealth that wouldn’t normally be available and this wealth filters down to the artisans of the town such as the inn’s chef, the town brewer, tailor, farrier, miller, and surrounding farmers; allowing the innkeeper to behave as town leader as far as the party is concerned. How the innkeeper, or other NPCs, are connected to the world, matters.
When you come across a GM character once, most people pay them no mind, but when they start to become part of the world, it brings a much better connection to the narrative. One of the tricks is to find points of connection you as a GM already have that the characters can fill. The junk dealer that the party uses as a fence turns into an agent for the local governor to keep tabs on the underworld. The captain of the guard that gives the party quests is underpaying the party and pocketing the extra money that would pay for the squads of soldiers that the party is replacing.
On to the Council
The Lepskin Rebel Council presents an interesting challenge; it’s easy to see the council as a separate section, but it overlaps with the sector in general. They have jobs and motivations, creating simple characters, which continue on beyond what the players will see. This is one of the ways that Obsidian Portal shows its worth as a framing device. I find it easy to deal with the council as a single entity of people and the sector as a single entity of planets, the two together is much hazier. These two seemingly separate sets have common points and should allow for ideas to grow as different aspects are worked on. Working on The Council gets me thinking about the planets these people are associated with and then how that shapes them.
My best example of this is a five link chain that is linked through a set of coincidental ideas. The links go from Catiwhinn, an up and coming maintenance yard on the fringe is the seat of The Council, to Icor Brimarch, a member of The Council and the vice president of business expansion for Bantha Express Transportation, and finally to Axel the headquarters for Bantha Express.
Normally my thought process would connect two of these things, because it’s in Icor Brimarch’s character description that he is part of the Bantha Express, but not the rest of them. Thanks to the linking of the rebel council to Catiwhinn and Icor Brimarch’s position on that council I now have another link for the character, and a reason for him and his company to be so far from their home system.
I find that these unexpected links are what make a setting seem more real. Having them in mind, or at least easily available, is great for when players want to do things that you’d never normally think of. The ways this knowledge can impact and be used for plot purposes is delightful but even moreso if the players link these things themselves without huge glowing signs saying “Shreb is tied to Rooksense” or something similar.
A wonderful part of Obsidian portal is that some of this linking can be visible to only to the GM and select others which allows for the rabbit hole to go much deeper than in a single sheet that the players have unfettered access to. Creating these links ahead of time allows for less work when a player tries to do something almost unthought of. It can be looked up while having a quick planning break.
Thin Skin of Reality
This can be a level deeper than most players want to go, but it can be rewarded with making difficulties just a little bit easier if the players are looking for how it’s interconnected and want to play off of it.
This depth of thinking about a relatively throw away concept I find useful. It brings me deeper into knowing what I’m helping to create and helps me to think beyond swinging the group from trope to trope. I know if I start to put in a few not so hidden gems for characters I can allow the players to start seeking it out on their own. A rescued tech in one adventure gets hired onto a repair shop at the end of another and finally takes it over at the end of the next campaign. Growing the world around the players allows for a reality to form, instead of just being able to cause relentless devastation while being an evil raiding party.