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Tales & Tactics
Tales & Tactics
Author: Neonlithic
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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.
83 Episodes
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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.




