Explore every episode of the podcast Tales & Tactics
| Title | Pub. Date | Duration | |
|---|---|---|---|
| RaW: Fairy Meat | 01 Sep 2026 | 00:52:27 | |
In this week's episode of Rules as Written, we dig into Fairy Meat. In 2000, the publishers of Knights of the Dinner Table put out a wargame about fairies, the cute, glittery, storybook kind, with one twist: they've all become cannibals. The miniatures are life size, the battlefield is your kitchen table, a forest preserve, or the food court at the mall, and every battle runs on an ordinary deck of playing cards. It sounds like a joke, So why does it play like somebody meant it? How a deck of poker cards replaces every die, why fairies eat their fallen friends mid battle and what it does for them, and the rulebook that lists a fictional character as its co-creator. Come for the butterfly winged butchery, stay for the sneaky clever game hiding under the glitter and gore. | |||
| BtB: What Ages a Game? | 25 Aug 2026 | 00:48:44 | |
In this episode of Tales & Tactics Beyond the Book, we tackle a question that sits at the heart of every hobbyist’s collection. What actually ages a game? We explore whether it is the mechanics themselves that date a design, as newer systems offer more refined or efficient solutions to the same problems, or whether a game’s age is better measured by the moment its developer withdraws support, leaving rules questions unanswered and supplements unpublished. We also examine the powerful role a dedicated community plays in keeping a game alive long past any commercial lifespan, through house rules, fan supplements, active forums, and sheer collective enthusiasm. As games like Crossfire demonstrate, a design can remain vital decades after publication with no second edition in sight. Ultimately, we land on the conclusion that age in tabletop gaming is not an objective condition but a deeply personal one and whether a game has aged out is a question only you, the player, can answer for yourself. | |||
| RaW: Crossfire | 18 Aug 2026 | 00:52:43 | |
In this episode of Tales & Tactics, our Rules as Written series covers Crossfire, the 1996 company level World War II miniatures game designed by Arty Conliffe. Born from a challenge issued at Historicon in 1995 to design a historical miniatures wargame without two features present in most rulesets (rulers and fixed game turns), Crossfire remains one of the most distinctive and quietly radical designs the hobby has ever produced. Rather than traditional turn based play, Crossfire plays with an initiative system where a player may order troops in any way across movement, fire, and rally actions in any order, continuing to do so until one of his actions fails. At this moment, initiative passes to the opponent. Units advance in realistic tactical bounds from terrain feature to terrain feature, with no arbitrary units of measurement, and everything that can be seen can be shot at which makes terrain selection and table density critical to the game’s function. Thirty years on, Crossfire feels less like a period piece and more like a design ahead of its time, asking deep questions about infantry command, suppression, and tactical momentum. | |||
| BtB: Big In Japan | 11 Aug 2026 | 00:44:24 | |
In this week's episode of Beyond the Book, we discuss the early introduction of the role playing hobby to Japan. With titles such as Traveller and Dungeons & Dragons being translated and even works of Tolkien being introduced in the 60's showcasing western fantasy to a new audience. The gamebook boom that taught a million readers how dice and stats work, the computer magazine commission that accidentally invented the actual play genre. It is a story about how a genre gets imported and about how much of what feels native was assembled by a handful of people who already knew each other. | |||
| RaW: Sword World | 04 Aug 2026 | 00:57:57 | |
In this week's episode of Rules as Written, we dig into Sword World 2.5's Power Table and its runaway criticals, its faction based combat, its firmly centralized GM authority, and party roles gated so tightly the rulebook explicitly closes the loopholes you might reach for. We also trace what survived from the 1989 original which turns out to be most of the arithmetic and almost none of the combat engine. Japan's best selling roleplaying game for thirty five years is a study in how much structure a system can impose while still calling itself welcoming. | |||
| BtB: Miniatures & Roleplay | 28 Jul 2026 | 00:56:01 | |
In this Beyond the Book companion to our Repent! Ye Foolish Gods episode, we look at how roleplaying games and wargames borrow from each other, going both ways. First we ask whether you should bring miniatures to your RPG table. Models make positioning, line of sight, and area effects clear, cut down on rules arguments, and look great on the table. But they also cost time and money to collect and paint, they can slow play down, and they can make a loose, freeform game feel more rigid. Then we flip it around and spend the second half on adding RPG ideas to wargames and their campaigns. Using the ongoing warband progression from Repent! as our example, we talk about named characters who build up a history, injuries and losses that stick, earning experience and improving your fighters, and the story a group gains as it carries its scars from one battle to the next. We close on how a good campaign lets players go from just playing a ruleset to telling their own story with it. | |||
| RaW: Repent! Ye Foolish Gods | 21 Jul 2026 | 00:55:50 | |
In this episode of Rules as Written, we dig into Repent! Ye Foolish Gods, the 2026 skirmish game from Snarling Badger Studios by Adam Loper and Vincent Venturella, in which a four model warband of cursed and discarded mortals fights its way up the divine hierarchy with the goal of killing a god. We break down the roll under D12 engine, the Supremacy and Deficiency mechanic that drives most tactical decision making, and a warband construction process that pairs six Septs against six warrior archetypes with genuine roster legality constraints. We spend most of our time on the campaign layer, where an escalating Extolment score governs enemy density and gates access to harder content, and where a six tier enemy AI system carries the solo and co-op play that the game treats as its default mode. We follow the progression loop through raid generation, the injury and death table, and the experience economy, up to the three stage endgame ladder of Legendary Monster, God’s Vanquisher, and finally the god itself. | |||
| BtB: Too Much Crunch | 14 Jul 2026 | 00:47:39 | |
In this Beyond the Book discussion, we explore the role of crunch in tabletop gaming. We discuss why some of the hobby's most beloved games are also its most complex, what makes players embrace or reject heavy rulesets, and how designers balance realism, depth, accessibility, and player engagement. Whether you love lightweight narrative games or thousand page rulebooks, we tackle one of tabletop gaming's oldest debates: when are the rules worth the complexity, and when are they simply too much? | |||
| RaW: Battletech: A Time of War | 07 Jul 2026 | 00:58:26 | |
In This week's Rules as Written episode, we dig into BattleTech: A Time of War's detailed character creation, sprawling skill system, tactical combat, and tendency toward troupe style play. We explore a functional and ambitious RPG whose greatest strength and greatest weakness may be the same thing: its determination to provide rules for nearly everything. A Time of War sets out to let you play almost anyone in the Inner Sphere, from MechWarriors and mercenaries to spies, nobles, technicians, and traders. But in trying to model an entire universe while remaining compatible with the BattleTech tabletop wargame, does it become too complicated for its own good? | |||
| BtB: The Wide World of Games | 30 Jun 2026 | 00:52:25 | |
In this episode of Tales & Tactics: Beyond the Book, we step back from any single title to take a broader look at the tabletop industry in our Wide World of Games discussion. We examine the growing influence of live play shows and roleplaying media on the hobby and how actual plays and streaming content have brought an enormous wave of new players to the table, while also instilling habits and expectations that don’t always serve the game well at home. We also consider the accelerating digitalization of what has always been an analogue hobby, from tools like D&D Beyond to digital character builders and virtual tabletops, and what is gained and lost when the physical experience moves to a screen. From there we explore the ongoing conversation around new editions of beloved games and what they mean for existing communities, whether they represent genuine evolution or commercial necessity, and the role players themselves play in shepherding a game’s identity and longevity through edition changes. We also dig into our design philosophy as hosts, making the case for rules and systems that generate meaningful, consequential outcomes at the table rather than leaning on GM fiat to paper over mechanical gaps. | |||
| RaW: Dungeons & Dragons 5th edition | 23 Jun 2026 | 01:00:12 | |
In this special 100th episode of Tales & Tactics, our Rules as Written series turns to the world’s most played tabletop roleplaying game: Dungeons & Dragons 2024, the significant revision to fifth edition released by Wizards of the Coast as part of the game’s 50th anniversary. Our verdict is one of measured appreciation but honest critique that D&D 2024 is a polished, accessible, and a well organized game, but in striving to be everything to every player and every genre, it ultimately commits to nothing. Its mechanics are fundamentally heroic in nature, and that creates real friction when players attempt to bend the system toward darker, grittier, or more grounded settings. A game with stronger design convictions and one willing to plant its flag in a specific tone and theme would be a better game for it. | |||
| BtB: Into the Breach: Close Combat Mechanics | 09 Jun 2026 | 00:58:16 | |
In this episode of Tales & Tactics Beyond the Book, We ask one of tabletop design’s oldest questions, how do you capture the chaos and decisiveness of close combat at the table? Inspired by the charge and shock mechanics of GMT’s Men of Iron: Norman Conquests, we explore how wargames and roleplaying games have approached this challenge from fundamentally different angles. From the momentum driven charge tables of hex and counter wargames to the action economy of d20 systems, the granular sword fight simulations of Rune Quest and WHRP, we examine what each design philosophy reveals about what close combat actually is in action; a physical contest, a psychological breaking point, or a dramatic moment. Along the way we ask why morale, arguably the decisive factor in real close combat, remains the thing most games handle least confidently. | |||
| RaW: Men of Iron - Norman Conquests | 02 Jun 2026 | 00:55:26 | |
In this episode of Rules as Written we ride into the age of Norman expansion with Men of Iron: Norman Conquests from GMT Games. Covering battles from Civitate in 1053 to Evesham in 1265, the game explores the rise of the Normans and the military legacy they left across Europe. We examine the Men of Iron system's approach to command, activation, shock combat, morale, and battlefield momentum, and discuss how these mechanics capture the realities of medieval warfare while remaining fast and approachable. Does Norman Conquests successfully model the tactics and leadership challenges of the Norman era? Join us as we take a close look at the rules and ask: How well do the rules model the history? | |||
| BtB: Vibe Games | 26 May 2026 | 00:50:30 | |
In this episode of Beyond the Book, we look at a growing trend in tabletop gaming: the rise of the "vibe game." From art punk RPGs and rules light indies to beautifully designed passion projects, vibe games prioritize mood, aesthetic identity, and emotional experience over complex mechanical systems. But where is the line between elegant minimalism and incomplete design? At what point does a game stop providing procedures and start relying on GM fiat, player assumptions, and cultural expectations to fill in the gaps? We examine what defines a vibe game, why they have become so popular, and how they compare to more procedurally robust systems like B/X Dungeons & Dragons, and other classic designs. Along the way, we explore the relationship between aesthetics and mechanics, whether strong vibes can compensate for weak structure, and why some games thrive as inspirational toolkits while others succeed as complete gameplay ecosystems. Are vibe games a new evolution in RPG design, or are they outsourcing game design to the people at the table? | |||
| RaW: Mork Borg-verse | 19 May 2026 | 00:52:46 | |
In this episode of Rules as Written, we dive into MÖRK BORG, PIRATE BORG, Forbidden Psalm, and the rise of the modern “vibe game.” These visually striking indie RPGs helped define a new era of tabletop design built around mood, aesthetic identity, and fast improvisational play. But beneath the doom metal art, apocalyptic prophecy, and brutal minimalism lies a major design question: how much procedural game structure is actually there? We examine MÖRK BORG’s mechanics, themes, and OSR roots, discuss why PIRATE BORG may be the strongest and most complete version of the formula, and explore how Forbidden Psalm adds the kind of tactical and campaign scaffolding many Borg style games lack. Along the way, we ask whether these games are streamlined masterpieces of minimalist design, or whether they rely too heavily on GM fiat and inherited play culture to carry the experience. | |||
| BtB: Written Orders | 12 May 2026 | 00:49:38 | |
In this episode of Beyond the Book, we dive into what happens when players must commit to plans before the action begins. From classic hex and counter simulations of naval warfare and air force games to the game Diplomacy of 1959 and more modern board games, pre planning systems force players to think like real commanders. Orders are written, actions are locked in, and once the turn begins, events unfold simultaneously. We explore how simultaneous activation changes the psychology of play compared to traditional I go You go systems, why hidden planning creates uncertainty and friction, and how different games handle the challenge of prediction, initiative, and command control. | |||
| RaW: Talon | 05 May 2026 | 00:53:46 | |
In this episode of Tales & Tactics, our Rules as Written series covers Talon from GMT Games, a tactical sci-fi fleet combat game pitting the human Terran Confederation against the alien Talon Empire across a series of ship to ship engagements. We discuss how the game’s impulse based turn structure creates a tense and interleaved flow of action that will feel familiar to veterans of Starfleet Battles, while remaining accessible enough to bring new players into the fold. We also highlight one of Talon’s smartest design decisions in placing all essential game information directly on the counters themselves, keeping the action on the table and the rulebook on the shelf. Clean, tactical, and rewarding, Talon earns its place as one of the more elegant entries in the space combat wargame genre. | |||
| BtB: Sports Simulation | 28 Apr 2026 | 00:53:08 | |
From dugouts and playbooks to stat sheets and dice rolls, this Beyond the Book episode dives into the world of tabletop sports simulation. We look at how designers have tried to capture the drama and strategy of real world sport without requiring players to throw a single punch or swing a real bat. From classic replay games to modern fast play designs, we explore what makes a sports sim feel authentic, what gets abstracted away, and why these games have such a dedicated following. If you have ever wondered how a tabletop game can recreate the tension of a full season or a crucial fourth down, this episode is for you. | |||
| RaW: Deadball | 21 Apr 2026 | 00:46:30 | |
In this episode of Rules as Written, we step up to the plate with Deadball by W.M. Akers, a fast, elegant tabletop baseball game that turns statistics, scorekeeping, and a handful of dice into a tense pennant race drama. We dig into the history behind the term Deadball, explore the real life Deadball Era of baseball, and look at how Akers translates that low scoring, small ball style into tabletop form. Along the way, we break down the game’s core mechanics, its evolving editions, the charm of the fictional Southern Circuit, and how it compares to other tabletop baseball classics. If you love sports history, clever design, or games that capture the feeling of their subject with surprising precision, this one’s for you. | |||
| BtB: Hidden Information | 14 Apr 2026 | 00:51:00 | |
In this episode of Tales & Tactics, our Beyond the Book series turns to hidden information and randomness as design tools in tabletop gaming. We explore how fog of war and hidden unit mechanics in board wargames create authentic battlefield uncertainty, forcing decisions under incomplete information, and how random tables and GM driven dice outcomes in RPGs produce genuinely surprising results that no amount of preparation could script. Across both genres, the throughline is the same; well designed uncertainty doesn’t undermine player agency, it deepens it. | |||
| RaW: Modern Tactics #1: Afghanistan | 07 Apr 2026 | 00:59:12 | |
In this episode of Tales & Tactics, we take a close look at Modern Tactics: Afghanistan from VUCA Simulations, a hex and counter wargame designed by Shayne Logan covering Coalition operations in Afghanistan from 2001 to 2021. We walk through the game’s core systems, including its alternating impulse structure, terrain and movement rules, and the unique challenges of fighting through walled compounds, grape fields, and wadis. We also break down the game’s asymmetric unit roster, examining how fanatics through to recruits force coalition players to approach each scenario very differently than a conventional wargame. With 20 scenarios spanning Canadian and American operations, and a design philosophy built around snap decisions, civilian presence, and rules of engagement, Modern Tactics: Afghanistan makes a compelling case for being one of the most tactically authentic modern warfare games on the market. | |||
| BtB: Super Heroes | 31 Mar 2026 | 00:57:46 | |
This week on Beyond the Book, we zoom out to explore the world of superhero tabletop RPGs as a genre, tracing their evolution from early simulation heavy designs to modern narrative driven approaches, and asking what it actually means to play a superhero at the table. We examine how different systems handle power scaling, team dynamics, and comic book logic, while digging into the tension between crunchy mechanics and cinematic storytelling, all to answer a core question: can any RPG truly capture the feel of superhero fiction, or are they all solving different parts of the same impossible problem? | |||
| RaW: Marvel Multiverse Role-Playing Game | 24 Mar 2026 | 00:56:12 | |
This week on Tales & Tactics: Rules as Written, we dive into the Marvel Multiverse Role-Playing Game to examine how Marvel built its own superhero RPG from the ground up and shaped it into a system focused on accessibility, structure, and brand consistency; we break down the d616 resolution system and explore Rank based power scaling, character creation through Powers and Traits. All while asking a central question: does this system truly deliver comic book action at the table, or does its tightly controlled design limit player agency in favor of maintaining the integrity of the Marvel universe? | |||
| BtB: On The Grid | 17 Mar 2026 | 00:55:49 | |
In this episode of Tales & Tactics: Beyond the Book, we step back from individual rulebooks to explore how games represent movement and space on the tabletop in an episode we call “On the Grid.” From square and hex grids to broader area movement and point to point networks, we discuss the different ways designers structure how units and characters move through a game world. Looking at examples from classic board games and tabletop wargames, we consider how each approach shapes decision making, battlefield tactics, and the overall feel of play. Whether measuring careful hex by hex advances, maneuvering across defined regions, or navigating connected nodes on a map, this discussion examines how the structure of a game’s movement system quietly defines the strategy that unfolds across the table. | |||
| RaW: Commands & Colors: Samurai Battles | 10 Mar 2026 | 00:54:48 | |
In this episode of Tales & Tactics: Rules as Written, we turn our attention to Commands & Colors: Samurai Battles, focusing on the second printing of this feudal Japan themed entry in the long running Commands & Colors system designed by Richard Borg. Drawing on several playthroughs, we discuss how the game captures the feel of battlefield command while remaining approachable and fast to learn. Its streamlined mechanics, distinctive unit abilities, and strong thematic focus on the wars of feudal Japan create an experience that is both tactically engaging and welcoming to newcomers. In our review we reflect on why Samurai Battles stands out as one of the most accessible entry points into the series, offering a lightweight yet elegant system that still delivers meaningful battlefield decisions. | |||
| BtB: Espionage Games | 03 Mar 2026 | 00:53:59 | |
In this episode of Beyond the Book, we crack open the Cold War file cabinet and examine the golden age of espionage RPGs, from the procedural tension of Top Secret to the tactical grit of Mercenaries, Spies & Private Eyes and the cinematic brilliance of James Bond 007. Why did the early 1980s produce so many spy games at once, and how Game Masters might solve the core design challenge of espionage: information, pacing, and mission structure? We compare percentile skills versus quality ratings, gear catalogs versus narrative control, and ask what makes a spy game feel like Bond, Le Carré, or a black ops thriller. If you care about mission frameworks, and how design supports tension without breaking immersion, this one’s for you. | |||
| RaW: James Bond 007 | 24 Feb 2026 | 00:56:34 | |
In this episode of Rules as Written, we dive into James Bond 007: Role Playing In Her Majesty’s Secret Service by Victory Games and examine how a 1983 licensed RPG mechanically captures cinematic espionage without relying on GM improvisation or narrative hand waving. We break down the Quality Rating system and its graded success structure, explore why the chase rules are the true engine of tension in the game, and analyze how Hero Points function as a controlled survival mechanic rather than a storytelling override. Is Bond cinematic because the GM is told to be cinematic, or because the procedures enforce competence, escalation, and consequence? Join us as we explore the text and see how this early espionage classic builds genre through rules rather than vibe. | |||
| BtB: The Long Game | 17 Feb 2026 | 00:59:56 | |
In this episode we explore “The Long Game”. Why some tabletop campaigns fade quietly into memory while others endure for months or even years. We discuss the hidden factors that determine campaign success: pacing, player investment, scheduling realities, emotional momentum, and knowing when to bring a story to a satisfying close. From burnout and overreach to flexibility and shared purpose, this conversation looks beyond mechanics to the human elements that truly sustain long term play and is a reflective look at what keeps the dice rolling over time. | |||
| RaW: Dragon Rampant 2nd Edition | 10 Feb 2026 | 01:00:02 | |
In this Rules as Written episode, we take a close look at Dragon Rampant 2nd Edition by Daniel Mersey, examining how the updated rules build on the strengths of the original while refining clarity, balance, and flexibility. Designed for fast playing fantasy battles with a strong narrative slant, Dragon Rampant continues to offer an accessible entry point into mass fantasy wargaming without sacrificing tactical interest. We discuss core mechanics, unit profiles, activation, and how the game encourages creative army building across a wide range of fantasy settings. Drawing on tabletop experience alongside the read through, we reflect on how the second edition tightens the system while preserving its easygoing, toolkit style approach. | |||
| RaW: Paranoia XP | 13 Jan 2026 | 00:51:11 | |
In this Rules as Written episode, we dive into Paranoia, the tabletop RPG where the rules are unreliable, the GM is your enemy, and knowing how the game works is a capital crime. Focusing on Paranoia XP, we examine how the system deliberately weaponizes mechanics like hidden target numbers, arbitrary modifiers, mutant powers, clone death, and secret societies to enforce mistrust and institutional chaos. This episode breaks down how Paranoia’s rules are not meant to create fairness or balance, but to model bureaucracy, blame, and control, making it one of the clearest examples of a game where Rules as Written are not just part of play, but the core joke and the core threat. | |||
| RaW: Pillage | 06 Jan 2026 | 00:56:28 | |
In this episode of Tales & Tactics, we take a close look at Pillage, the 2025 tabletop wargame release from Victrix. Designed for fast, aggressive play with a strong historical flavour, Pillage delivers decisive clashes, clear battlefield roles, and a ruleset that rewards momentum and bold decision making. We break down the rules as written, examining how the core mechanics function at the table and how the game balances accessibility with tactical depth. Drawing on multiple games played prior to recording, we discuss what Pillage does particularly well, how it flows in practice, and why it succeeds as a pick up and play system without feeling shallow. From command decisions to combat resolution, this episode reflects on why Pillage has quickly earned a regular place on the tabletop. | |||
| BtB: Turns & Timing | 30 Dec 2025 | 00:57:35 | |
In this Beyond the Book episode of Tales & Tactics, we examine how turns and timing shape play in RPGs and wargames, from rigid "I go you go" structures and phased turns to initiative systems, simultaneous actions, and narrative timing. We explore how different approaches to sequencing time affect pacing, tension, fairness, player agency, and cognitive load, and why certain genres demand precision while others thrive on flexibility. Ultimately, this episode looks past the surface mechanics to show how timing systems quietly guide player behavior, tactical thinking, and the overall feel of a game at the table. | |||
| RaW: Star Fleet Battles | 23 Dec 2025 | 00:57:19 | |
In this Rules as Written episode we take a deep dive into Star Fleet Battles, one of the most detailed tactical starship combat games ever published. Using the Cadet Training Handbook and Captain’s Edition Basic Set as our primary sources, we break down how secret energy allocation, simultaneous action, and subsystem level damage create a tense, simulation driven experience. From disruptors and drones to impulse movement and shield collapse, this episode explores why Star Fleet Battles rewards foresight, discipline, and mastery, and why it remains a cornerstone of tactical sci-fi gaming decades after its release. | |||
| BtB: In The Canon | 16 Dec 2025 | 00:53:20 | |
In this episode of Tales and Tactics: Beyond the Book, we sit down for a roundtable discussion on the question of playing “in the canon” gaming within established settings, shared universes, and licensed properties. From famous fantasy worlds to well worn sci-fi timelines, we explore how much canon should matter once the dice hit the table. Drawing on examples from RPGs, wargames, and campaign play, we examine how canon can either empower creativity or unintentionally constrain it. Whether you prefer strict lore adherence or treating canon as a flexible backdrop, this episode digs into how groups can make shared worlds their own while still respecting what made them compelling in the first place. | |||
| RaW: The Star Wars Roleplaying Game | 09 Dec 2025 | 00:56:49 | |
In this episode of Tales and Tactics, we jump to hyperspace as we take a close look at West End Games’ Star Wars D6 Second Edition Revised & Expanded, the legendary RPG that defined an era of galaxy spanning adventure. We break down the rules as written from the elegant attribute skill dice system to the iconic Wild Die and explore why this edition remains one of the most beloved and influential RPGs ever published. | |||
| BtB: Survival Mechanics | 02 Dec 2025 | 00:58:21 | |
Survival games are built on pressure. Food runs out. Weather turns deadly. Equipment breaks at the worst moment. In this episode we dive into how tabletop systems model hardship, scarcity, and the struggle to stay alive. From the granular logistics of Twilight 2000 and The One Ring to the streamlined narrative scarcity of more recent games, we explore how designers create tension, how players adapt under pressure, and why survival rules can transform even simple journeys into memorable stories. Whether you love spreadsheets or story clocks, this episode breaks down the mechanics that make danger feel real and choices feel heavy. | |||
| RaW: Twilight 2000 1st Edition | 25 Nov 2025 | 00:55:54 | |
In this episode we head back to 1984 to explore the original edition of Twilight: 2000, GDW’s legendary Cold War survival RPG. First Edition presents a world where World War Three has burned itself out, governments have collapsed, and the remnants of the U.S. Players are left stranded in the ruins with one final message: you are on your own. We break down how this game blends gritty realism with a percentile task system, how skills, attributes, and hit locations define the tone of play, and why scarcity, attrition, and constant change are at the heart of its design. From the brutal combat engine to the open world survival sandbox, this episode examines what makes First Edition one of the most influential military role playing games ever published and why its vision of collapse still resonates today. | |||
| BtB: Rule Zero | 18 Nov 2025 | 00:53:00 | |
Rule Zero says the Game Master can overrule the rules. But if the rules don’t matter, why have them at all? This episode examines this paradox at the core of tabletop gaming: the balance between written systems and the GM’s authority. We explore the idea Rule Zero from its role as a safety valve for incomplete designs to its modern use as a philosophy of play. Along the way, we explore how it protects creativity, enables bias, and tests the very idea of what makes a game fair or meaningful. | |||
| RaW: Quadrant 13 | 11 Nov 2025 | 01:02:11 | |
In this episode of Tales and Tactics, we dig into the 2012 sci-fi company level wargame Quadrant 13 by TooFatLardies. Built on the robust framework of I Ain’t Been Shot Mum, this ruleset brings granular, historical style mechanics into a future battlefield filled with drones, grav tanks, and alien infantry. After a demo game and a detailed read through, we offer our thoughts on what this game does well, who it’s best for, and where it fits within the broader Lardies library. If you’re a fan of narrative sci-fi gaming with historical roots, or just looking to try something with more crunch and command tension, this episode is for you. | |||
| BtB: Framing & Mindset | 04 Nov 2025 | 00:57:43 | |
In this episode we explore how Framing & Mindset shape every tabletop experience. Whether a game feels like tense horror, absurd comedy, or grounded realism often has as much to do with the rules themselves, as it does with how players frame their expectations. Complexity, tone, and even genre emerge from the collective agreement on what kind of story everyone is here to tell. From crunchy systems to narrative-driven ones, we unpack how the same mechanics can produce entirely different experiences depending on how you choose to play. | |||
| RaW: Chronicles of Darkness 2nd Edition | 28 Oct 2025 | 01:00:48 | |
In this episode we dive into the mechanical heart of Chronicles of Darkness 2nd edition, and its expansion Hurt Locker, the modern horror engine that rebuilt the Storytelling System from the ground up. From exploding d10s and Integrity checks to the Conditions and Beats that turn emotion into math, we break down how the system makes fear, guilt, and consequence playable. | |||
| BtB: Solo Gaming | 07 Oct 2025 | 01:01:06 | |
In this episode of Tales and Tactics: Beyond the Book, we explore the rich, introspective world of solo RPGs and wargames, an ever growing corner of the hobby where the only opponent is time, and the only limit is imagination. Whether it’s a high crunch system tackled over weeks of downtime, or a quiet, narrative-driven campaign played at your own pace, solo gaming offers unique freedoms and satisfactions. We discuss the tools, styles, and philosophies behind solo play: from journaling RPGs and oracle-driven storytelling, to solo wargame campaigns with evolving maps and persistent forces. We reflect on our own experiences with going it alone, why this style of play resonates with so many, and how it offers both immersion and flexibility in ways multiplayer gaming often can’t. | |||
| RaW: Clash on the Fringe | 30 Sep 2025 | 00:57:45 | |
In this episode of Tales and Tactics, we dive deep into the new edition of Clash on the Fringe, the sci-fi skirmish and platoon-level wargame from Nordic Weasel Games. We explore what’s new in 2nd Edition, from updated mechanics and tighter rules to how it captures the grimy, cinematic feel of small-unit combat in the far reaches of space. With its blend of narrative flexibility and tactical crunch, Clash on the Fringe 2e supports everything from one-off gunfights to full campaign arcs. We discuss its place in the indie sci-fi scene, the kinds of stories it enables, and what kind of players it will most appeal to. Whether you’re a solo campaigner, a wargame narrative junkie, or someone just looking to break out the scatter terrain. | |||
| BtB: What's an OSR? | 23 Sep 2025 | 00:53:54 | |
In this episode of Tales & Tactics: Beyond the Book, we dive into the Old School Renaissance—better known as the OSR. What began in the mid-2000s as a fan-driven effort to keep early D&D alive through retroclones like OSRIC and Labyrinth Lord quickly grew into a design movement emphasizing rulings over rules, player agency, and lethal, sandbox-style play. We explore how blogs and zines fueled the DIY culture, how retroclones opened the door for new publishing, and how OSR-adjacent games like Lamentations of the Flame Princess and Dungeon Crawl Classics took the ethos in bold new directions. From nostalgia to innovation, the OSR reshaped the hobby and left a lasting imprint on how games are designed and played today. | |||
| RaW: Classic Dungeons & Dragons | 16 Sep 2025 | 01:00:46 | |
This episode we’re cracking open the classic B/X and BECMI editions of Dungeons & Dragons, the boxed sets that taught millions how to play. We’ll break down how Moldvay’s Basic rules streamlined OD&D into a clean, accessible framework, why Cook & Marsh’s Expert set expanded the game into wilderness and domain play, and how Mentzer’s BECMI line pushed advancement all the way to level 36 and beyond into Immortal status. From the simplicity of six ability scores and race-as-class, to the structured progression of dungeon → wilderness → dominion → planar → divine play, these editions show D&D at its most modular and pedagogical. We’ll also talk about how combat, spellcasting, and saving throws worked in practice, how the mechanics diverged from AD&D, and why the Rules Cyclopedia remains one of the most complete RPG rulebooks ever made. If you’ve ever wondered how “Basic” D&D built its own identity apart from Advanced, this episode puts the rules under the microscope. | |||
| BtB: Gaming Groups | 09 Sep 2025 | 00:55:40 | |
In this episode of Tales and Tactics: Beyond the Book, we take a step off the battlefield and into the community halls, hobby stores, and living rooms where great games begin: the world of gaming groups, RPG parties, leagues, and tournament scenes. We dive into what makes a thriving tabletop group—how to find one, how to join with success, and what it takes to start your own. Whether you’re looking to build a regular RPG night, host a skirmish campaign, or organize a narrative league or tournament, we share practical advice, personal experiences, and a few cautionary tales. From Discord meetups to friendly local game stores, from kitchen tables to cons, this episode is about forging the connections that make the hobby sustainable—and memorable. | |||
| RaW: Midgard Heroic Battles | 02 Sep 2025 | 00:59:57 | |
In this episode of Tales and Tactics, we charge into the mist-shrouded clash of myth and history with a discussion on Midgard Heroic Battles, the ancients and fantasy wargame by James Morris. Designed for epic-scale conflicts with a heroic twist, Midgard blends large unit warfare with streamlined mechanics that encourage sweeping flanks, last stands, and battlefield legend. We explore what makes this game stand out in the world of big battle systems from its clean core rules and mythic overlays to the ways it invites narrative play without sacrificing tactical depth. Whether you’re drawn to Bronze Age spears, Norse sagas, or fantastical twists on ancient warfare, this episode highlights why Midgard deserves a place on your tabletop. | |||
| BtB: Character Traits | 26 Aug 2025 | 01:01:51 | |
In this Beyond the Book, we tackle one of the most enduring design debates in tabletop gaming: traits, talents, feats, edges, advantages—whatever a system calls them, do they add real depth or just make things unbalanced and confusing? We’ll look at how different games implement them, from the granular feat chains of D&D to the broad strokes of narrative systems, and ask whether these mechanics empower creativity or simply trap players in optimization puzzles. Are they the spice that defines a hero, or a patchwork fix for bigger design gaps? Join us as we break down the validity and impact of these character-defining mechanics across the hobby. | |||
| RaW: MechWarrior 1st Edition | 19 Aug 2025 | 01:05:53 | |
In this episode of Tales & Tactics: Rules as Written, we strap into the cockpit and dive into MechWarrior 1st Edition—the gritty 1986 RPG that brought life outside the 'Mech to the BattleTech universe. We explore its 2d6-based skill system, point-buy character creation, and how it bridges personal-scale action with hex-based warfare. From dueling noble houses to back-alley firefights, this episode examines how the game captures a galaxy at war—one contract, and one overheating reactor at a time. | |||
| BtB: Arts & Crafts | 12 Aug 2025 | 01:01:50 | |
This episode, we step away from rules and dice to talk about the hands-on heart of the hobby—miniature modelling, painting, and terrain building. From kitbashing heroes to crafting battlefields, we explore the creative side that brings our tabletop worlds to life. | |||