Savage Worlds Fringeworthy Update

January 30th, 2013

This is our first video podcast, a "vidcast" if you will. We update you on where we are with Savage Fringeworthy and invite you to help develop the game. The files are available on our shared Google Drive:

Feel free to make comments on all aspects of the design. Yes, it's game design sausage making, welcome to the process! And now our video:


Episode 157: Bureau 13 Alternate Adventures part 1

January 27th, 2013

This week we open a new book on Bureau 13 Adventures.  The adventures we've never run or experienced but would like to.

Each game has its genre tropes.  That can limit the game.  How can we break out of those expected adventures and run truly new adventures?

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Episode 156: Bureau 13 at Carnage

January 20th, 2013

Mike Larsen ran 2 Bureau 13 games at a convention in New England called Carnage recently.  He tells us all about the fun he had.

If any of our listeners are running any Tri Tac Games at any convention.  Please contact us about prize support.  We love to support game demos of our products.

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Episode 155: Playing a Toon part 2

January 20th, 2013

This week we finish our exploration of playing an animated character, either in an animated world or here in the real world.

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Episode 154: Playing a Toon part 1

January 13th, 2013

In the Fringeworthy Portal Maps there is a world where cartoon characters - toons are real.  We explore what their reality would be like and whether is would be possible for a  team of explorers to even visit them.  What are the rules of physics, psychology, even biology?

1. Toons only injured by cutting weapons

-- can be stunned for an action by

bludgeoning objects

exploding objects

electrified objects

burning objects

crushing objects


2. are empty inside

3. Can inflate and become boyant

or are jet propelled

4. character of toon has nothing to do with appearance

5. toons weigh what they look like they should weigh

6. gravity doesn't make a toon fall unless the toon knows that she should fall (same for humans in toon world)

7. Toons that are normally good will grow horns when they are doing bad things

8. Toons have violent reactions to drugs and alcohol

9. falling cannot kill a toon

Turpentine/acetate/benzine can dissolve a tune

10. If a toon has a body part that resembles an animal part, then that part will provide the function that it does for that animal (dumbo ears, owl eyes)

11. Toon disguises always work initially on other toons

12. Toons are gullible

13. Can do impossible things but only when it is funny to do so.

14. If you can make a toon laugh hard enough, you can kill a toon

15. Objects with faces can talk and bite

16. You can build a stable tower of any height, one object on top another. It will remain stable until you almost reach the top (then you have to jump)

17. If you are embarrassed, you can pull something out of hammer space to hit your victimizer with.

From cartoon laws:

Cartoon Law I

Any body suspended in space will remain in space until made aware of its situation.

Daffy Duck steps off a cliff, expecting further pastureland. He loiters in midair, soliloquizing flippantly, until he chances to look down. At this point, the familiar principle of 32 feet per second per second takes over.

Cartoon Law II

Any body in motion will tend to remain in motion until solid matter intervenes suddenly.

Whether shot from a cannon or in hot pursuit on foot, cartoon characters are so absolute in their momentum that only a telephone pole or an outsize boulder retards their forward motion absolutely. Sir Isaac Newton called this sudden termination of motion the stooge's surcease.

Cartoon Law III

Any body passing through solid matter will leave a perforation conforming to its perimeter.

Also called the silhouette of passage, this phenomenon is the speciality of victims of directed-pressure explosions and of reckless cowards who are so eager to escape that they exit directly through the wall of a house, leaving a cookie-cutout-perfect hole. The threat of skunks or matrimony often catalyzes this reaction.

Cartoon Law IV

The time required for an object to fall twenty stories is greater than or equal to the time it takes for whoever knocked it off the ledge to spiral down twenty flights to attempt to capture it unbroken.

Such an object is inevitably priceless, the attempt to capture it inevitably unsuccessful.

Cartoon Law V

All principles of gravity are negated by fear.

Psychic forces are sufficient in most bodies for a shock to propel them directly away from the earth's surface. A spooky noise or an adversary's signature sound will induce motion upward, usually to the cradle of a chandelier, a treetop, or the crest of a flagpole. The feet of a character who is running or the wheels of a speeding auto need never touch the ground, especially when in flight.

Cartoon Law VI

As speed increases, objects can be in several places at once.

This is particularly true of tooth-and-claw fights, in which a character's head may be glimpsed emerging from the cloud of altercation at several places simultaneously. This effect is common as well among bodies that are spinning or being throttled.

A wacky character has the option of self-replication only at manic high speeds and may ricochet off walls to achieve the velocity required.

Cartoon Law VII

Certain bodies can pass through solid walls painted to resemble tunnel entrances; others cannot.

This trompe l'oeil inconsistency has baffled generations, but at least it is known that whoever paints an entrance on a wall's surface to trick an opponent will be unable to pursue him into this theoretical space.

The painter is flattened against the wall when he attempts to follow into the painting. This is ultimately a problem of art, not of science.

Cartoon Law VIII

Any violent rearrangement of feline matter is impermanent.

Cartoon cats possess even more deaths than the traditional nine lives might comfortably afford. They can be decimated, spliced, splayed, accordion-pleated, spindled, or disassembled, but they cannot be destroyed. After a few moments of blinking self pity, they reinflate, elongate, snap back, or solidify.


A cat will assume the shape of its container.

Cartoon Law IX

Everything falls faster than an anvil.

Cartoon Law X

For every vengeance there is an equal and opposite revengeance.

This is the one law of animated cartoon motion that also applies to the physical world at large. For that reason, we need the relief of watching it happen to a duck instead.

Cartoon Law Amendment A

A sharp object will always propel a character upward.

When poked (usually in the buttocks) with a sharp object (usually a pin), a character will defy gravity by shooting straight up, with great velocity.

Cartoon Law Amendment B

The laws of object permanence are nullified for "cool" characters.

Characters who are intended to be "cool" can make previously nonexistent objects appear from behind their backs at will. For instance, the Road Runner can materialize signs to express himself without speaking.

Cartoon Law Amendment C

Explosive weapons cannot cause fatal injuries.

They merely turn characters temporarily black and smokey.

Cartoon Law Amendment D

Gravity is transmitted by slow-moving waves of large wavelengths.

Their operation can be wittnessed by observing the behavior of a canine suspended over a large vertical drop. Its feet will begin to fall first, causing its legs to stretch. As the wave reaches its torso, that part will begin to fall, causing the neck to strech. As the head begins to fall, tension is released and the canine will resume its regular proportions until such time as it strikes the ground.

Cartoon Law Amendment E

Dynamite is spontaneously generated in "C-spaces" (spaces in which cartoon laws hold).

The process is analogous to steady-state theories of the universe which postulated that the tensions involved in maintaining a space would cause the creation of hydrogen from nothing. Dynamite quanta are quite large (stick sized) and unstable (lit). Such quanta are attracted to psychic forces generated by feelings of distress in "cool" characters (see Amendment B, which may be a special case of this law), who are able to use said quanta to their advantage. One may imagine C-spaces where all matter and energy result from primal masses of dynamite exploding. A big bang indeed.

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Episode 153: Take Back Earth Prime from the Mellor part 2

January 7th, 2013

This week we conclude our discussion on how to defeat the mellor invasion of Earth Prime.  We jump right into it after just a minute or so of review so you might want to listen to the first part again where we explained how quickly the mellor could create a massive assault force while undermining defense efforts with biological attacks and command replacement by mellor 4th columnists.

We concluded last time that after one month, there isn't any Earth Prime worth taking back.

We cover all the possible help you can get from the many worlds on the Fringepath that would be available in the middle campaign (-20 to + 20 nodes).    You, of course, may have many more worlds that your gm has added to your campaign that aren't part of our standard Fringe Map product.  We fully recommend that you use all the resources your GM will let you get your hands on.  The Mellor are that tough.

While we conclude that we will be continuing with a final, late campaign, example of EP taken over by the Coptics, Richard Tucholka has asked us to table that while he and Trav work out the details.  Sorry for the delay, but the final result will be awesome.

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