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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 different force traditions we have ideas on how to make the force deeper in your games.
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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 about ways of a few things to expect and ways to make it awesome.
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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.
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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.
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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.
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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.
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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.
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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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