PODCAST · leisure
Tales & Tactics
by Neonlithic
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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101
BtB: Written Orders
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.
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100
RaW: Talon
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.
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99
BtB: Sports Simulation
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.
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98
RaW: Deadball
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.
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97
BtB: Hidden Information
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.
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96
RaW: Modern Tactics #1: Afghanistan
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.
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95
BtB: Super Heroes
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?
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94
RaW: Marvel Multiverse Role-Playing Game
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?
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93
BtB: On The Grid
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.
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92
RaW: Commands & Colors: Samurai Battles
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.
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91
BtB: Espionage Games
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.
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90
RaW: James Bond 007
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.
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89
BtB: The Long Game
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.
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88
RaW: Dragon Rampant 2nd Edition
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.
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87
RaW: Paranoia XP
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.
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86
RaW: Pillage
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.
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85
BtB: Turns & Timing
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.
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84
RaW: Star Fleet Battles
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.
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83
BtB: In The Canon
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.
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82
RaW: The Star Wars Roleplaying Game
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.
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81
BtB: Survival Mechanics
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.
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80
RaW: Twilight 2000 1st Edition
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.
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79
BtB: Rule Zero
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.
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78
RaW: Quadrant 13
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.
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77
BtB: Framing & Mindset
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.
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76
RaW: Chronicles of Darkness 2nd Edition
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.
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75
BtB: Solo Gaming
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.
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74
RaW: Clash on the Fringe
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.
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73
BtB: What's an OSR?
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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72
RaW: Classic Dungeons & Dragons
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.
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71
BtB: Gaming Groups
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.
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70
RaW: Midgard Heroic Battles
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.
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69
BtB: Character Traits
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.
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68
RaW: MechWarrior 1st Edition
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.
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67
BtB: Arts & Crafts
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.
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66
DiY: The Consortium
In this episode, we dive into The Consortium, an indie fantasy miniatures game that blends skirmish-level tactics with the heart of a narrative-driven campaign. Built for flexibility and creativity, The Consortium hands players the tools to forge their own heroes, battle monstrous threats, and tell stories in a world where Guild politics and ancient magic shape every mission. We explore the game’s core systems—from its intuitive Action Dice mechanic to its dynamic initiative token draw—and unpack how character and monster creation work through a point-buy system that rewards flavor and storytelling as much as power. Whether you’re into solo adventures, co-op missions, or alternating campaign roles with a friend, this game has room for it all. We also discuss what makes The Consortium stand out in a crowded field of fantasy skirmish games, highlight its strengths and quirks, and reflect on how it encourages hobby freedom with a “your minis, your world” ethos.
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65
ToL: The Golden Age of Science Fiction
In this Tales of Lore, we explore the Golden Age of Science Fiction, a transformative era when pulp adventure gave way to intellectually rigorous, scientifically grounded storytelling. From Hugo Gernsback’s “scientifiction” experiments to the editorial revolution led by John W. Campbell at Astounding Science Fiction, we trace how authors like Asimov, Heinlein, and Clarke helped shape a genre obsessed with progress, exploration, and the power of the rational mind. It’s a story of optimism, invention, and the belief that the future could be built, not just imagined.
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64
RaW: Classic Traveller
We journey back to the far future of 1977 to explore Classic Traveller—the minimalist, lethal, and oddly beautiful science-fiction RPG that helped define the genre and set the standard for sandbox roleplaying. With its stark presentation and open-ended design, Traveller offered something radically different from the fantasy games of its time: a hard-edged universe of veterans, traders, and drifters navigating an uncaring galaxy. In this episode, we delve into the infamous character creation system, the game's subtle but powerful mechanics, and its groundbreaking approach to worldbuilding and emergent storytelling. Traveller doesn’t hand you a setting—it gives you the tools to build one, and then dares you to survive in it.
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63
BtB: Editionitis
In this episode of Tales and Tactics: Beyond the Book, we turn the page to a topic every tabletop gamer eventually confronts: new editions. We unpack when and why revising a ruleset can breathe new life into a game—and when it might just cause frustration, fragmentation, or fatigue. From the carefully considered updates that refine a system’s core mechanics, to the marketing-driven edition churn seen in some franchises, we explore the lifecycle of rules across wargames, roleplaying games, and historical systems. We also examine what makes an edition change feel earned—and what players, publishers, and designers should keep in mind when it’s time to hit “reset.”
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62
RaW: Chain of Command 2
In this episode of Tales and Tactics, we hit the front lines with Chain of Command 2, the much-anticipated second edition of the acclaimed WWII platoon-level miniatures game. After nine full games in the field, we bring you a hands-on review of the updated mechanics, streamlined systems, and fresh tactical nuances that make this edition shine. We dig into what’s changed, what’s improved, and what remains core to the Chain of Command experience. From command dice refinements to enhanced force morale and scenario flexibility, Chain of Command 2 delivers a tighter, sharper game without losing the fog-of-war tension that defines it. Whether you’re a long-time grognard or new to the tactical trenches, this episode is your debrief on why this second edition is worth your attention.
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61
ToL: Warhammer Fantasy
Welcome to a world where the end times are always looming, the gods demand your fear, and the nobility become rich, while the peasants toil. In this episode, we take a deep dive into the grim, gothic, and grotesquely hilarious setting of Warhammer Fantasy.From its roots in 1980s British punk satire, folk horror, and post-imperial cynicism, to its unique blend of baroque horror and twisted excess, we explore the cultural DNA that shaped the Old World. We’ll look at what makes Warhammer’s satire hit so hard, why its doom feels so real, and how it became one of the most iconic—and cursed—fantasy settings in gaming history.
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60
RaW: Warhammer Fantasy Roleplay 2nd & 4th
In this episode, we dig into two towering editions of Warhammer Fantasy Roleplay — the brutally elegant 2nd Edition and the crunchy, modern 4th. What did each get right? Where do they clash? And how do design choices like Success Levels, career structure, and advancement pacing shape the game’s soul?We explore the shift from flat percentile crunch to narrative granularity, debate the infamous d100 vs. d20 argument, and ask: does slower progression make for a better game? Whether you're a grognard or a new cult initiate, this is your guide to WFRP’s evolving engine of doom.
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59
BtB: Gameplay & Campaign Aides
In this episode of Beyond the Book, we take a deep dive into the resources that support your tabletop battles and campaign storytelling—the behind-the-scenes tools that keep the game world running smoothly. From physical notebooks and battle maps to digital dashboards and worldbuilding apps, we share our favorite play aids for both game night efficiency and long-form narrative depth.
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58
DiY: Fights of Fantasy
In this episode, we draw initiative on Fights of Fantasy, a sprawling fantasy miniatures wargame by Christopher Reichenbach. After a deep dive into the rulebook and our first playtest, we break down what makes this system tick. From the character creation options to the highly modular army-building process, we explore how Fights of Fantasy balances crunch with creative freedom.
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57
BtB: Who's Game Is This Anyway?
When a tabletop game hits the table, who's really in control? The company that published it, the designer who wrote it, or the players who bring it to life? In this episode of Beyond the Book, we explore the tangled question of authorship and authority in tabletop games. From infamous licensing controversies like the OGL 1.1 fallout, to the rise of house rules, fan hacks, and open licenses, we break down the complex relationship between legal rights, creative intent, and table culture. Why can’t you copyright rules? What happens when fan creators outshine official products? And is Rule Zero just a loophole or the heart of the hobby? Whether you’re a game master, designer, or player, this episode challenges you to ask: who’s really in charge once the dice start rolling?
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56
RaW: Dark Future
This Rules as Written, we strap in for a high-octane dive into Games Workshop’s 1988 cult classic, Dark Future—the dystopian car combat game where law is a freelance contract and the highway is a warzone. We break down the game’s unique gear-phase movement system, its streamlined (but deadly) D6-based combat, and its flair for cinematic chaos through modular track design and passive weapons like oil slicks and mines. We also explore the setting’s grim cyberpunk tone, where corporate collapse, climate disaster, and televised violence blend into a world of Sanctioned Ops and renegade biker gangs. Along the way, we compare Dark Future to its genre cousin Car Wars, reflect on why the game faded into obscurity, and dig into its lasting influence through novels and video game adaptations. If you’ve ever wondered what Warhammer 40K’s weird American cousin looked like—this is it. Start your engines.
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55
ToL: The Golden Age of Fantasy
Before fantasy was a billion-dollar franchise, it was weird, wild, and wonderfully unhinged. In this debut Tales of Lore episode, we journey back to the 1970s—the decade that shattered old molds and gave rise to a new generation of genre storytelling. From the mythic echoes of Tolkien and the sword-swinging grit of Conan to the surreal horrors of Clark Ashton Smith, we trace the three great precursors of modern fantasy—and explore how their fusion in the '70s created entire subgenres like Heroic Fantasy and Grimdark. Whether you're a fan of Dragonlance, Warhammer, or the original Appendix N chaos, this episode lays the groundwork for everything that came after.
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54
RaW: Lasalle 2nd edition
Grab your bicornes and brush up on your battlefield drills—this week on Tales & Tactics: Rules as Written, we’re marching into Lasalle 2nd Edition, the elegant Napoleonic wargame from Honour Games. Designed by Sam Mustafa, Lasalle 2E trades simulation sprawl for razor-sharp tactical flow, putting you in charge of a division where every formation, volley, and momentum point counts. We break down how it captures the feel of command, from skirmish screens to desperate squares, all in under three hours of gameplay. If you've ever dreamed of leading the Old Guard or outmaneuvering cuirassiers, this is your front line.
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53
BtB: Setting the Table
In this episode, we get grounded—literally—as we explore the art and practicality of setting up the perfect tabletop for miniature wargaming. From the compact intensity of a 3x3 to the sweeping battlefields of the classic 6x4, we break down how table size shapes gameplay. We also dive into the role of terrain: how to place it, how different game systems interact with it, and how it influences tactics and immersion. Finally, we consider the value of realism versus creativity—should your battlefield be inspired by actual historical maps, or is it better to conjure your own imagined war-torn landscape? Whether you’re staging skirmishes or grand engagements, this episode will help you bring your battlefield to life.
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52
RaW: Over the Edge
This week on Tales & Tactics: Rules as Written, we take a deep dive into Over the Edge, the boundary-breaking RPG where conspiracies are real, and character creation is only limited by your imagination.We explore both the original 1990s edition and its radical 2019 reboot—examining how the rules evolved from the loose, player-driven WaRP system to a sleek, narrative-focused engine powered by 2d6 “lots” and twist-laden resolution. We’ll guide you through the mechanics, the wild trait system, the iconic setting of Al Amarja, and the kinds of characters—mutant detectives, failed vampires, psychic surgeons—that only Over the Edge can contain.Whether you’re drawn to mind-bending mysteries, weird urban adventures, or just a setting where baboons might mug you for a sandwich, this episode unpacks how Over the Edge turns tabletop roleplay into surreal, story-first chaos. Belief is optional. Weirdness is not.
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ABOUT THIS SHOW
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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Neonlithic
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