Episode 638 Gaming on the Frontier Podcast - Non B13 Hunters part 2
this week we finish our discussion of the myriad of dangerously amateur supernatural sleuths in any world where the supernatural is hunted covertly.

this week we finish our discussion of the myriad of dangerously amateur supernatural sleuths in any world where the supernatural is hunted covertly.
This week we wonder about who might also be stalking the night fantastic, besides the official foreign supernatural agencies.
This week we finish our intro to adding magic to existing tech or better yet designing magic into the development of tech from the beginning.
We've talked about putting tech in your magic but now we talk about how to add magic to your existing tech or devise a history of technology where magic is incorporated from the beginning.
This week we start to explore what it really is, its intent and what limits have been placed on it
This week we start to explore what it really is, its intent and what limits have been placed on it
this week we finish examining if playing FW or Hardwired Hinterland as virtual worlds would make more sense.
There is a lot of weirdness about the these two properties. Would they be better as virtual worlds than real ones?
This week we offer tactics to both encourage players to attend regularly and how to prevent abuse of those characters while the player is away.
This week we begin our probe of how to handle player absence, temporary or permanent. What it means to the game and what is a fair way to treat both the character and the player.
Lots of us have very fond memories of the duo of Jak and Daxter video games. Now we help you play then in a tabletop rpg.
Lots of us have very fond memories of the duo of Jak and Daxter video games. Now we help you play then in a tabletop rpg.
We already covered how the bureau would be part of a post apocalyptic earth alternate world in general, but we realized that the regional teams and their bases would be a major factor. We wanted to give them their fair space.
We already covered how the bureau would be part of a post apocalyptic earth alternate world in general, but we realized that the regional teams and their bases would be a major factor. We wanted to give them their fair space.
We could have gone on for hours with new cool stuff to put in it but we stopped with 2 episodes. We also added larger items that are nice to drop off in the village to make life better.
We went over the venerable amuse a savage kit and made some suggestions from the new millenium.
this week we finish(?) our discussion of post apocalyptic bureau 13
This week we discuss how Bureau 13 or other supernatural investigatory agencies would operate after a holocaust
this week we finish our investigation of how to pitch a new campaign to your group without ticking off the gm
This week we talk about how to pitch a campaign to your players and the pitfalls therein
Perky Goth brings us to the grand conclusion of creating a new campaign
This week we are joined by Perky Goth to discuss the ins and outs of campaign creation of her Mazeworld property
How to unnerve your players or make the landscape and races truly alien
This week we finish our exploration of how to deal with the discovery of a competing organization or a people who will be real competition (maybe deadly competion) in the future.
Great for all your adventuring rpgs. What happens when you meet a group that will be real competition for your future endeavors?
This week we finish our discussion of how angels and demons and mortals interact in modern supernatural games like Bureau 13.
Can angels and demons be in a loving relationship or is it just dogs and cats?
This week we finish showing how tech from FW would help the Mass Effect races and how to bring it all together
This week we begin our exploration of how and why adding fringworthy to your mass effect game would be awesome.