March 29th, 2020
This week we finish our review of Tri Tac Games product Rogue 417, a campaign setting in a biological post apocalyptic world that is chillingly on point for the Covid 19 disaster even though it was first published in the 1980's
If you are listening to these episodes out of order, right before the credits there is a Travcast bonus of how to game in a biological holocaust and still survive.
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March 22nd, 2020
This week we review an early product by Tri Tac Games that is especially relevant as we try to survive Covid-19.
Wait til the end to hear a bonus Travcast Rant on how gamers need to protect themselves and still game.
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May 12th, 2019
This is the 3rd and final episode of our second session of the tabletop version of Fallout the video game.
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May 12th, 2019
This week we continue with parts 2 and 3 of the second session of Fallout pen and paper.
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April 21st, 2019
This week we begin our actual play session of Fallout the pen and paper version of the computer game. Join Trav, Dana, and Ken as they trek across the wasteland, trying to survive.
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January 15th, 2014
we finish our discussion how to tell if you are biting off more than you can chew and what to do about it.
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May 13th, 2013
Welcome back to our second episode on surviving the Zombie Holocaust! This time around John and Bruce wheel out their ideas on the best places to hide from those nasty zombies, Amber takes us on a boat trip, Paul goes to jail, and then we go on a cruise on the Blood Boat with Bruce. Then we go spelunking and hiding out on various military bases.
So sit back, grab a beverage of your choice, some snacks... brains... and listen to the podcast!
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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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November 18th, 2012
This week we take a sober look at what losing your planet means to your campaign. While this can be a campaign ender, it can also provide the fresh start you might be looking for.
While we discuss this in the context of the interdimensional exploration game, Fringeworthy, this topic is germaine to almost any game and campaign. What happens when the characters are cut off from all that they know and love?
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April 16th, 2012
This week we continue our exploration of the late campaign and how it is different from the middle and early campaign.
We are joined by Fringeworthy creator, Richard Tucholka for more previously unknown Fringe Lore.
Specifically we discuss those portals to Alternate Earths and Other Places that are not explored until the late campaign. What makes them different? Why wait until the late campaign? How does advanced crystal use allow us more options and strategies.
If you've wondered why play a mature Fringeworthy campaign, this episode will give you all the reasons you need.
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