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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
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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.
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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.
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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.
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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.
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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.
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We talk about how to inhabit a character and create a perspective to separate two characters in a scene. We also touch on ways of acting to make a character unique in your play group as a player
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Ben and Rissa discuss running a module and some of the pitfalls that can emerge from trying to follow too close to the text as written.
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We created a steampunk setting in Genesys and look to different ideas that could come from the location we’ve created in Firemouth Outpost.
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Description of Firemouth Outpost:
Mining facility on the edge of the boiling sea where you can go to be part of the work crews, and support workers.
Miners work in shifts with a shift lead and many people below them, they work in large semi mechanical suits that protect from the crushing depths and the pressure of being down that far.
The corporation pays in script “gears” and there are sterling pounds as well as the metal that is mined at the spouts of the boiling sea.
Characters discussed in this episode:
Mad Scientist – Intellectual – Alchemy, Coercion, Knowledge, Mechanics, Medicine, Operating, Skulduggery, Ranged Heavy
Airship Captain – Mongrel – Clockwork, Discipline, Gunnery, Knowledge, Leadership, Mechanics, Operating, Perception
Miner – Revenant – Athletics, Coercion, Discipline, Mechanics, Melee, Perception, Resilience, Streetwise
Scoundrel – Average Human – Charm, Cool, Clockwork, Deception, Ranged Light, Skulduggery, Stealth, Streetwise
Fighter Pilot – Mongrel – Cool, Driving, Gunnery, Mechanics, Perception, Piloting, Range Light, Vigilance
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Ben Rissa and David talk about vehicles in Genesys and how they’re different from Star Wars while trying to remember all the rules for both systems.
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