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”
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”
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
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”
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.
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”
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”
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”
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.
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”
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.
Continue reading “The Menacing Villain 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.
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.
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.
Ben and Joshua discuss setting a scene and how the FFG system is tailor made for better improvisation and cool ways of adding to it from both sides of the GM screen. (who uses those things as screens?)
We talk about minions so you can use them better in your games and about how to do devious and wicked social minion encounters.
We talk about slicing in the context of ShadowRun and looking at it in a very Gibsonesque fashion.
David’s players went to Bandomir.
This is a problem because he has no idea what to do and the session is the day after recording. Ben chimes in with a few ideas and in doing so they find a great truth for all GMs.
As we enter into the longest night we look to holidays in Star Wars and role playing games in general. From what makes up a holiday, to covering a few ideas and themes that you can do from major adventures all the way to little bits.
David was talking about his Nebulon-B campaign and the idea was cool enough that we decided to do an entire episode about campaigns being set on a ship and the cool things you can do with it. Taking cues from The Hunt for Red October and Battlestar Galactica all the way through SeaQuest we talk about how to bring being on a large ships bridge to life.
We talk about coercion and the use of the skill at the table.
Joshua is away and one of my players was looking at the blackmail talent, so David and I had a discussion on how to use it, how it’s been used in movies and ways to improve its effectiveness.