Splitting the party can be treacherous for a GM, from boring other players to finding there’s just too much going on to keep track of. We have ideas on making it make more sense and a few tricks on keeping everyone engaged.
We talk of how to make a failed crafting check mean something, what comes from not making something, and how to make it become a part of the story. Continue reading “The Failed Crafting Check Tale”
We get talking about the morality mechanic and a few things we’ve been having a hard time with lately when looking at what the morality system can become and how to make it grow into bigger character beats than simple good or bad. Continue reading “The Moral Beginner Tale”
We talk about Bounty Boards and how they can tell a story, even just in how they are accessed, and how they can propel your story forward to make amazingly complex worlds. Continue reading “The Bounty Board Tale”
Chris Ing has been a part of Heroes almost from the start, but Ben wanted to talk to him about his other podcast Silhouette Zero and two person gaming in general since it isn’t the typical way to run Star Wars RPG from FFG
What goes into making a scene an scene? How can you drive the players in the direction you want them to? What do you do to spur the players into motion? We talk about this and more in todays episode. Continue reading “The Scene Building Tale”
This week we talk about the kinds of campaigns that a diplomat would excel in. From negotiating treaties all the way down to keeping two rebel groups working together. David and Ben give ideas for several campaigns and scenes for you to use and give a few spins on dealing with interpersonal relationships that a GM might not always think of.
Continue reading “The Diplomats Tale”
We talk about the wonders you can find in the background of a scene. From the rolling conveyor belts of a factory to the people in a bar the extras you bring to the scene in description will be paid back in fun for your whole table. Continue reading “The Active Set Tale”
From talking about how a city is not as big as you think to some solid ideas on cities in wildspace, we talk of a deep seated desire to make fantastical places shine with your adventures and campaigns Continue reading “The Location Scout Tale”
We had Dice for Brains’ Ross Rockafellow on again and we talk about some great things, from the simple things of what can be brought to the table to making your descriptions even more awesome.
Continue reading “The Brains Tale”
We talk about playing in other eras and how easy the Star Wars system makes it to change time periods. From The Clone Wars to The Force Awakens we talk about how easy it is and how reskinning works for a new GM. Continue reading “The Other Era Tale”
We talk of how the force can guide your view of the galaxy and how it makes your character deeper to have few beliefs behind the reason they step out into the galaxy.
We talk of planetary driving and how to make a bit more interesting, as well as a few reasons why you aren’t wanting to take the gas guzzling freighter out for a quick jaunt down the block. Continue reading “The Encountermobile Tale”
We welcome Tess to our ranks and talk of Star Wars, being a ‘nerdy jock’, and show off some of the new dimensions that Tess brings to our podcast
Ben and David talk about starfighter campaigns and how to make them interesting for your players. From ways of making pilots feel different in the cockpit to having fun plotting out campaigns that stay in the cockpit we give ideas to keep players in their fighters and not being a starfighter squardron in name only. Continue reading “The Starfighter Tale”
Ben and David talk about merchants and how the characters are not just for buying equipment for ‘real characters’. From the lowly Trader to the Quartermaster these characters can find very fascinating adventures. Continue reading “The Great Merchant Tale”