Tales & Tactics is a podcast about tabletop games. Each episode explores a different game, from well-known classics to obscure and unusual titles, examining its rules and history. The hosts approach each game with the enthusiasm of a book club, discussing stories and strategies. It is aimed at listeners interested in the design, culture, and play of tabletop games.
Episodes

BtB: Weapon or Warrior
In this episode of Tales & Tactics Beyond the Book, we explore a question that sits at the core of tabletop design. Where should a designer place statistical prominence, in the warrior or in the weapon? We begin in wargaming, looking at how the scale of a battle shapes this decision. At the skirmish level, the individual soldier and their kit can be the focus, while at larger scales the traini

RaW: Fighting Formations: US 29th Infantry Division
In this episode of Tales & Tactics Rules as Written, we cover Fighting Formations: US 29th Infantry Division from GMT Games, designed by Chad Jensen and published in 2025 as a standalone entry in the long running Fighting Formations series. Operating at a scale of 75 metres per hex with turns representing approximately five minutes of real time, the game puts players in command of platoon, squ

BtB: Genre Bending & Breaking
This week on Beyond the Book, we go looking for the difference between bending a genre and breaking it. We get into why some blends are overloaded, with rules that make the two halves cost each other something, and why others are just a coat of paint over a system that would run identically without them. Occasionally the collision produces something that could not have existed any other way, and n

RaW: Shadowrun 4th Edition
This week on Rules as Written, we crack open Shadowrun 4th edition and go looking into how it actually works. A game about people who sell off pieces of themselves to buy three seconds of being faster than everyone else. A setting that spent three decades insisting that magic, mega-corps and surgically wired reflexes all belong in the same rain slicked city, now in an edition that tried to make ev

BtB: Getting Into Something New
In this episode of Tales & Tactics: Beyond the Book, we dig into how to start a new time period, setting, or subject in tabletop gaming, especially within miniature wargaming. We get into choosing models you actually enjoy working with, matching rules and scope to the kind of stories you want to tell. Managing time, money, space commitments, and reusing collections across multiple systems, all

RaW: Close Quarter Battles: Waterloo
In this week's episode of Rules as Written, we cover Close Quarters Battles: Waterloo from Lock 'n Load Publishing, a small-unit tactical wargame designed by Andrew Glenn that brings one of history's most investigated battles down to the ground level. Rather than placing players in the role of Wellington or Napoleon surveying the field from a command post, Close Quarters Battles zooms in on the de

BtB: The Nasty Bits
In this week's episode of Beyond the Book, we dig into the nasty bits: why a villain has to be genuinely vile before stopping them means anything, why a setting needs real shadows before it feels like a real place, how much ugliness a game can carry before the fun gives out, and why playing the monster at the table doesn't make you one away from it. Along the way we try to draw the line between da

RaW: Fairy Meat
In this week's episode of Rules as Written, we dig into Fairy Meat. In 2000, the publishers of Knights of the Dinner Table put out a wargame about fairies, the cute, glittery, storybook kind, with one twist: they've all become cannibals. The miniatures are life size, the battlefield is your kitchen table, a forest preserve, or the food court at the mall, and every battle runs on an ordinary deck o

BtB: What Ages a Game?
In this episode of Tales & Tactics Beyond the Book, we tackle a question that sits at the heart of every hobbyist’s collection. What actually ages a game? We explore whether it is the mechanics themselves that date a design, as newer systems offer more refined or efficient solutions to the same problems, or whether a game’s age is better measured by the moment its developer withdraws support,

RaW: Crossfire
In this episode of Tales & Tactics, our Rules as Written series covers Crossfire, the 1996 company level World War II miniatures game designed by Arty Conliffe. Born from a challenge issued at Historicon in 1995 to design a historical miniatures wargame without two features present in most rulesets (rulers and fixed game turns), Crossfire remains one of the most distinctive and quietly radical

BtB: Big In Japan
In this week's episode of Beyond the Book, we discuss the early introduction of the role playing hobby to Japan. With titles such as Traveller and Dungeons & Dragons being translated and even works of Tolkien being introduced in the 60's showcasing western fantasy to a new audience. The gamebook boom that taught a million readers how dice and stats work, the computer magazine commission that a

RaW: Sword World
In this week's episode of Rules as Written, we dig into Sword World 2.5's Power Table and its runaway criticals, its faction based combat, its firmly centralized GM authority, and party roles gated so tightly the rulebook explicitly closes the loopholes you might reach for. We also trace what survived from the 1989 original which turns out to be most of the arithmetic and almost none of the combat

BtB: Miniatures & Roleplay
In this Beyond the Book companion to our Repent! Ye Foolish Gods episode, we look at how roleplaying games and wargames borrow from each other, going both ways. First we ask whether you should bring miniatures to your RPG table. Models make positioning, line of sight, and area effects clear, cut down on rules arguments, and look great on the table. But they also cost time and money to collect and

RaW: Repent! Ye Foolish Gods
In this episode of Rules as Written, we dig into Repent! Ye Foolish Gods, the 2026 skirmish game from Snarling Badger Studios by Adam Loper and Vincent Venturella, in which a four model warband of cursed and discarded mortals fights its way up the divine hierarchy with the goal of killing a god. We break down the roll under D12 engine, the Supremacy and Deficiency mechanic that drives most tactica

BtB: Too Much Crunch
In this Beyond the Book discussion, we explore the role of crunch in tabletop gaming. We discuss why some of the hobby's most beloved games are also its most complex, what makes players embrace or reject heavy rulesets, and how designers balance realism, depth, accessibility, and player engagement. Whether you love lightweight narrative games or thousand page rulebooks, we tackle one of tabletop g

RaW: Battletech: A Time of War
In This week's Rules as Written episode, we dig into BattleTech: A Time of War's detailed character creation, sprawling skill system, tactical combat, and tendency toward troupe style play. We explore a functional and ambitious RPG whose greatest strength and greatest weakness may be the same thing: its determination to provide rules for nearly everything. A Time of War sets out to let you play al

BtB: The Wide World of Games
In this episode of Tales & Tactics: Beyond the Book, we step back from any single title to take a broader look at the tabletop industry in our Wide World of Games discussion. We examine the growing influence of live play shows and roleplaying media on the hobby and how actual plays and streaming content have brought an enormous wave of new players to the table, while also instilling habits and

RaW: Dungeons & Dragons 5th edition
In this special 100th episode of Tales & Tactics, our Rules as Written series turns to the world’s most played tabletop roleplaying game: Dungeons & Dragons 2024, the significant revision to fifth edition released by Wizards of the Coast as part of the game’s 50th anniversary. Our verdict is one of measured appreciation but honest critique that D&D 2024 is a polished, accessible, and a

BtB: Into the Breach: Close Combat Mechanics
In this episode of Tales & Tactics Beyond the Book, We ask one of tabletop design’s oldest questions, how do you capture the chaos and decisiveness of close combat at the table? Inspired by the charge and shock mechanics of GMT’s Men of Iron: Norman Conquests, we explore how wargames and roleplaying games have approached this challenge from fundamentally different angles. From the momentum dri

RaW: Men of Iron - Norman Conquests
In this episode of Rules as Written we ride into the age of Norman expansion with Men of Iron: Norman Conquests from GMT Games. Covering battles from Civitate in 1053 to Evesham in 1265, the game explores the rise of the Normans and the military legacy they left across Europe. We examine the Men of Iron system's approach to command, activation, shock combat, morale, and battlefield momentum, and d

BtB: Vibe Games
In this episode of Beyond the Book, we look at a growing trend in tabletop gaming: the rise of the "vibe game." From art punk RPGs and rules light indies to beautifully designed passion projects, vibe games prioritize mood, aesthetic identity, and emotional experience over complex mechanical systems. But where is the line between elegant minimalism and incomplete design? At what point does a game

RaW: Mork Borg-verse
In this episode of Rules as Written, we dive into MÖRK BORG, PIRATE BORG, Forbidden Psalm, and the rise of the modern “vibe game.” These visually striking indie RPGs helped define a new era of tabletop design built around mood, aesthetic identity, and fast improvisational play. But beneath the doom metal art, apocalyptic prophecy, and brutal minimalism lies a major design question: how much proced

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

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 B

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 authe

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

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

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 com

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

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 ask

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

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

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 espio

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

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 c

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 sacrifi

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

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 tab

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 preci

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 dr

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 pla

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 influenti

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 adap

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

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 prot

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

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 sys

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.

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 satis

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 crunc

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 fue

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

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 lookin

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 t

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 mechanic

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 epi

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.

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

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 obses

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 drifter

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 s

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

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,

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

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.

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.

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 bre

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 o

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 precur

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 dow

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 tact

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 2

BtB: Tabletop Videogames
In this episode, we explore the evolving relationship between tabletop games and their digital counterparts. From character progression in pen-and-paper RPGs to loot-driven gameplay in action RPGs like Diablo, we examine how different formats shape the player experience. What does it mean to grow a character in a narrative-driven TTRPG versus a stat-heavy video game? How do wargames and strategy t

RaW: Fabula Ultima
In this episode, we dive into Fabula Ultima, the tabletop JRPG that blends classic video game tropes with modern storytelling mechanics. Inspired by titles like Final Fantasy and Chrono Trigger, this system invites players to co-create a world of magical ruins, noble heroes, and looming darkness—then set out on an epic journey of discovery, teamwork, and growth. We break down its flexible multi-cl

BtB: Action Economy
In this episode we discuss the concept of action economy in tabletop games, focusing on how it determines the number and types of actions players can take during their turns. Join us as we explore various systems, such as D20's standard move actions, free actions, and reactions, and compare them to games like Warhammer Fantasy, Fiasco and Mothership, examining how action mechanics influence strat

RaW: Muntant Chronicles Warzone
In this Rules as Written deep dive, we unpack Mutant Chronicles: Warzone—the gritty, skirmish-level wargame born from the techno-fantasy universe of Mutant Chronicles. From its 1995 debut by Target Games to its modern-day revival attempts, Warzone has carved a unique path through the miniatures battlefield. We explore its alternating activation system, faction-specific strategies, action point eco

BtB: Lists & Unit Construction
In this episode, we dive deep into the art and science of army list writing and unit construction across a variety of wargames. From the streamlined formats of Warhammer 40K and Age of Sigmar to the meticulous detail of The Horus Heresy and The Old World, we explore how different games approach points values, upgrades, and balance. We also break down the structured Orders of Battle in BattleTech a

RaW: LaserStorm 2nd Edition
In this episode, we dive deep into LaserStorm 2nd Edition, the fast-paced, large-scale sci-fi wargame designed for 6mm to 10mm mass battles. We break down its dynamic initiative system, streamlined combat mechanics, and deep unit customization, exploring what makes it one of the best options for epic tabletop warfare. Whether you’re a veteran of classic Epic-scale wargames or new to the genre, we

BtB: Magic & Powers
In this episode, we dive into the wild, unpredictable world of magic in tabletop RPGs, exploring everything from classic Vancian spellcasting and magic points to other innovative systems. We even touch on psionics and super powers. Breaking down how traditional games like Dungeons & Dragons have shaped the art of casting—with mechanics that range from rolling on unique spell tables with critic

RaW: Mage - The Ascension
In this episode, we dive into Mage: The Ascension 20th Anniversary Edition, a game where belief shapes reality and the struggle for control is as dangerous as the magic itself. We break down its freeform magic system, the Ascension War between the Traditions and the Technocracy, and the ever-present risk of Paradox when pushing reality too far. From themes of power and rebellion to the personal jo
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