Ben has Chris Ing from Silhouette Zero and Heroes on to talk about the force and some of the deeper things you can look at when using the force in your games. From what is light and dark, to the diff…
We talk about space combat and a few issues that can come up as well as a few unintended consequences of putting mechanics before narrative.
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We talk about how to run an adventure with few player resources and how to make it so player ingenuity is welcome when you take their toys away. From survival to horror to investigations we talk abou…
We talk about failure in your game and how to make it feel like that isn’t the end of the action or the story. We show how there is always effects after an action even if they aren’t the desired ones…
This week we talk about NPCs why some get elevated, how to deal with the mechanics for those that do get elevated, and why some people make full PCs for an NPC.
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We talk about themes in The Last Jedi and several of the things we ponder about the story, from using bombers to why using force face time would be useful in an RPG setting.
Things talked about in th…
We talk about how to end a session and a scene. With tips and examples of dramatic situations to leave your players in, the hosts have some deep thoughts about coming to that brick wall.
Things talke…
Kristine and Ben talk about the ways that you can use the in between session times to make your games better and keep engagement going when you have ideas that just need to get out.
Things we talked …
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 k…
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.
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We talk about making a setting up for yourself. From new adversaries and minions to new pieces of equipment. This can broaden your horizons so much we wanted to give our initial takes on how to grow …
This is Kristine and Ben talking about the ‘hunt the Bismark’ campaign Ben did and ways to bring out the things that Ben had in his head for it at the table. We also talk of how to take ideas and see…
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…
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.
Things talked about on the …
We start talking about social encounters and then expand to talk about how to bring threats and advantage to the table in more narrative ways than just boosts and setbacks going into the next roll.Th…
We slip from idea to idea as we talk about learning what your players want to do and giving them the tools to do it.
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We talk about Dead in the Water and how you can break down the modules you see and read to make them more your own and get inspiration for the campaigns you want to run.
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We talk about how to make adversaries and villains build in power, how to make them build in threat relevant to your player characters, and how to make these characters be more of an actual character…
We have Kristine Chester on to talk about obligation and ways to braid it into your plots so they don’t become plot derailing intrusions into your story and complement the characters that are there.
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00:48:15 |
Mon 09 Oct 2017
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