Tales & Tactics

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.

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.

11-11
01:02:11

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.

11-04
57:43

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.

10-28
01:00:48

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.

10-07
01:01:06

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.

09-30
57:45

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.

09-23
53:54

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.

09-16
01:00:46

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.

09-09
55:40

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.

09-02
59:57

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.

08-26
01:01:51

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.

08-19
01:05:53

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.

08-12
01:01:50

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.

08-05
56:44

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.

07-29
59:46

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.

07-22
01:01:05

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.”

07-15
01:01:00

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.

07-08
01:03:08

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.

07-01
01:01:49

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.

06-24
01:02:10

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.

06-17
58:35

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