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.
Hope and despair are woven into the DNA of Star Wars, and stories generally. How you can use hope in the darkest situations and despair when everything is going right is the topic of this weeks episode. Listen in and have fun.
Ben is back and he brought in two other people to talk with him about Star Wars and the cool things they can come up with.
As the Star Wars RPG talk starts, they break into a discussion on Nemeses and how you can use them effectively in a few situations.
We talk about things to keep in mind as you end sessions, chapters, and campaigns during Cams final show. We have a great time as we watch out for murder bears around the campfire.
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.
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.
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.