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
Ben is joined by Heroes Kristine and Leslie to talk about character backstory and motivations. From informing the characters actions to providing hooks for the Game Master to propel the story along we dive deep in these concepts.
We talk about challenges we’ve had as GMs to get players engaged with the stories we’re trying to tell and some of the solutions we’ve had for when the players actively try to derail your plot.
Rissa and Ben set out to talk a little about making careers in Genesys, that idea was a red herring apparently as they fall into the trap of making a whole murder mystery one shot for you to use.
From discipline to astrogation many skills are forgotten by the whole table. We talk about several ways to make them more valuable for you and your players.
This week we start with a Minotaur stepping on the gas and it gets weirder from there. We talk about how you can plan for players being unpredictable and how you can recover from them doing something completely unexpected.
Ben and Rissa talk about bringing meaning to your scenes and items. From making the blaster your gambler is carrying mean something extra to the framing of a dead body at the start of an adventure. We have ideas and tips for bringing your players into being more descriptive and making those descriptions matter.
Ben and Rissa talk about the differences in approach that character driven and plot driven campaigns can take and are generated for your players.
We start talking about the different sorts of force traditions there are from the Gand Findsmen to the Dathomiri Witches and try to come up with ways to make it matter in your game.
We talk about finding the stories that specializations want to tell and learning to find the ones that are there and not always forcing our own onto the career and specializations.
Ben, Rissa, and Leslie were talking about the absolute cheese that is in Star Wars and related products, how it’s baked into the essence of it, and discuss many ways to add it in and vectors to add some tension breaking levity to your adventures
We talk about the players who shoot first and may remember to ask questions after they’ve looted the bodies. We get ideas on how to make the experience broader with them and how to try and how to make their actions matter to the stories you’re telling.
Ben is getting ready to run Mask of the Pirate Queen, Rissa runs a bunch of investigation and mysteries for her players. Rissa gives insights from her many adventures and what has worked and what hasn’t.
A scenario that’s always hard to setup is getting player characters captured. We talk about how to make it more intuitive for the characters to be captured, how to deal with a near total party kill, and how to make it so the players get the idea to be captured ‘all on their own’
We started to talk about playing different species for your games and how to make it matter for your players. From how NPCs interact to how to set expectations at the table
Episode 200, you’d think we’d talk about something profound. We talk about one of the most profound things you can actually do for your campaign. How to end it. Three hosts talk about the different kinds of endings we’ve seen and give some advice for GMs on how to make it satisfying.
The topic of difficult players came up in discussion in the Tales twitter DMs. This brought up the different sorts of ways players and GMs can not see eye to eye on ideas and drew us to this episode topic.
We were asked about a particular build for a character, it raised a bit of a flag for us and all hosts decided we should talk about specializations that require a bit more work by those around the table.
We have a huge group to talk about Solo: A Star Wars Story and share our perspectives. To a person we liked the movie, but we also are the sort who can look at it and see what could be done better. Continue reading “The Han Tale”
Communicating difficulty in an encounter is trickier than just giving out a number of dice. The players need to know before hand how to set their expectations. We discuss how and a few things that would normally be missed. Continue reading “The Difficulty Tale”