We look back at what has happened in the last 300 episodes and some of the lessons we’ve learned, what is happening on The Hydian Way, and where our hearts will take us.Continue reading “300 – The Tales Tale”
We had two Heroes and two denizen the Force Majeure podcast on to talk about what they put into developing characters for a short and long time, including how far ahead they make it, as well as what extra thoughts that are beyond mechanical go into a character.Continue reading “299 – The Mindset Tale”
We have Kristine and Adam on to talk about the fun to be had with Rise of the Separatists and Collapse of the Republic. We go in depth on the new careers and how they can mold your campaigns in new and fun ways.Continue reading “298 – The Rise of the Republic Tale”
With three others Ben dives into the end of the prequel trilogy and comes up with several ideas and complications for campaigns and settings in some very novel ways.Continue reading “297 – The Revenge of the Sith Tale”
Brandon and Wren come to talk about how their characters were built and grew over the season 2 of the Heroes of the Hydian Way, from taking a universal specialization to start with, to getting almost all 25 talents in the doctor specialization.Continue reading “296 – The Heroic Build Tail”
With a band of merry co-hosts we look at the middle movie of the prequel trilogy, the highs, the lows, the car theft. We have fun and come up with some interesting ideas for our own tablesContinue reading “295 – The Attack of the Clones Tale”
Wren joins us to talk about their introduction to the Narrative Dice system, as well as their experiences in joining a podcast. How the dice shapes their outlook and how to choose a character that fits their narrative style.Continue reading “294 – The New Wren Tale”
Between Return of the Jedi and The Force Awakens there is a new galaxy for our adventures, we have Kristine on to talk about this era and man of the plot hooks that jump to mind when talking about the shift in the Galaxy Far Far Away.Continue reading “293 – The 30 Years In Between Tale”
We have Kristine on to talk about several of the outlooks that change when moving to a Force and Destiny game in Star Wars RPG, and how that perspective shift colors everything else in the players galaxy.Continue reading “292 – The Perspective Change Tale”
With a special guest we talk about using conflict in the Force and Destiny system and how it can both help and hurt a campaign idea if it’s not discussed ahead of time.Continue reading “291 – The Conflict Tale”
We discuss the ways that starting force powers are deceptively powerful, as well as how to make sure that players at your table are not getting frustrated by starting experiences with a force user.Continue reading “290 – The Low XP Force Tale”
This episode has us talking about the tiny adventure before the big adventure so we all can get comfortable with our characters. From pilots to prologues we talk about how to set your own expectations for your games.Continue reading “289 – The Prologue Tale”
We bring Brandon on board as a guest to help talk about encounters and adventures looking to resolve without violence, from how to frame an encounter to ideas to discuss the topic at the start of the campaign.Continue reading “288 – The Reason for Violence Tale”
We decided to use the Expanded Setting Sheet and create our own setting. What came out was an empowering setting filled with fanciful technology of medical heights. With mutations in the world and how the world has been shaped by them.Continue reading “287 – The Mutant Tail”
We talk about using vehicles in your encounters and what happens when you do finally give the pilot an episode focused around them. From ideas on what others can do, to ways of structuring the encounter.Continue reading “286 – The Vehicle Encounter Tale”
Our look into the Expanded Players Guide continues with a look into themes, magic, and some of the cool ideas we have about how to bring this to the table. From helping new players learn the system and advancement to the vast fields of story that can be had.Continue reading “285 – The Expanded Players Guide”
We take a look at the Expanded Players Guide from Fantasy Flight Games and give our thoughts on this new book for Genesys. From the depths of a post apocalyptic future to the high Gothic of old school monsters we talk about how to use this book and some of the ways it inspires us.Continue reading “284 – The Expanded Players Tale”
We find the tales in The Phantom Menace that we think would be amazing adventures from podracing to the heights of Courscant intrigue.Continue reading “283 – The Phantom Menace Tale”
To talk about The Mandalorian we brought on Brandon from Heroes and Chris Ing. We have a fair bit of fun looking at the surface of the show, some of the themes and some of the very generic ways that the galaxy is working in a post Endor time.Continue reading “282 – The Mandalorian Tale”
Preparing to improvise is one of the trickier things to happen. We talk about some of how players can twist how we change things because how our players act and expect to make a much more engaging story. This episode also contains a crossover from Ted on the Manellian Express.Continue reading “281 – The Follow On Tale”
We talk about villains in your game, from introducing them, how much different types of adventures bring a villain out to the players, and so many places in between. We have advice and tales of when things didn’t go right.
From policing what or why your character would act a certain way to figuring out ways to make sure your split party compartmentalizes we have ideas on how to get your players and characters to identify closer to each other. We talk about how to metagame with a much freer conscience and a few simple ways GMs can gently push their players forward from planning to action.
Your players do weird things and will deal with situations out of the order in your head. We talk about some of our experiences with players going left when we’d have expected them to go right, and give a few ideas on how to deal with it otherwise.
Ben has players that through paying attention to all the little throw away ideas he had have found enough parts to go into business for themselves as an arms manufacturer. This boggled his mind, so he asked Rissa for advice. Also there are tales of a wookiee rescue and commune.
Sometimes players get analysis paralysis and it gets frustrating for both the GM and the players alike. We have a few strategies to lessen the effect of it at the start of a session when the last session seems so long ago