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Rating
4.5from
This podcast has
86 episodes
Language
EnglishPublisher
NeonlithicExplicit
No
Date created
2025/02/24
Latest episode
2026/01/13
Average duration
57 min.
Release period
8 days
Description
Welcome to Tales & Tactics, where we dive into the fascinating world of tabletop games. From well-known classics to the more obscure and bizarre, we explore their rules and delve into their rich histories. Join us on this journey as we approach each game with the enthusiasm of a book club, unraveling their stories and strategies.
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Check latest episodes from Tales & Tactics podcast
RaW: Paranoia XP
2026/01/13
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
2026/01/06
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
2025/12/30
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
2025/12/23
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
2025/12/16
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
2025/12/09
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
2025/12/02
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
2025/11/25
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
2025/11/18
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
2025/11/11
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
2025/11/04
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
2025/10/28
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
2025/10/07
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
2025/09/30
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?
2025/09/23
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.
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