Episode 97: Adventuring during a Disaster 4

December 7th, 2011

This week we conclude our series on setting an adventure during a disaster.  We gush about floods and water damage.  Then we raise our eyes to the heavens as Death from Above descends on us.  Space catastrophes.

We may continue this series with a final episode on disasters caused by man seeking things he was not meant to know.  Let us know if you are interested.

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Episode 95: Adventuring during a Natural Disaster part 3

November 21st, 2011

This week we continue our discussion of setting your adventure during a disaster with the searing power of Fire!  Trav leads a hot discussion of how it will affect your game.  How it can be used to drive player actions and plot.  Blix provides excellent methods of using it in Savage Worlds campaigns.

Next week we'll take a break and give you something entirely different. 

Be sure to listen to our upcoming 100th episode and 3rd Chrismas special!

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Episode 94: Adventuring During Disasters pt 2

November 13th, 2011

This is part of our continuing series on Adventuring during a disaster.

This week we dig in and Blix leads us on an exploration of tornadoes, hurricanes, and all matter of storms. 

Then John continues with the grand daddy of rock and roll, Earthquakes, tsunami, mudslides, and more.

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Episode 93: Adventuring during a Disaster part 1

November 7th, 2011

This week we begin our 3 part discussion on creating and running adventures whose settings and plot include a disaster.

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Episode 82: Swim Suit Edition

August 21st, 2011

This week we take off for the beach.  Jay Libby joins us for a romp across the sands as we cast off our preconceptions on what an adventure should be and soak in the inspiring rays of the sun.  We scrunch our toes in the conundrum of whether our characters are ever off the job and can enjoy a golden afternoon with their worst enemy.

So belly up to the bar and order an unbrella drink on us

Show Notes:

What kind of adventures would be interesting if they occured on or near the beach?  

What adventures already exist from various sources that use a beach as a center piece?  

  • beach bunny bimbos with blasters
  • shadow over insmouth
  • any D-day adventure
  • pirates
  • thunderball
  • dr No
  • sea hunt
  • blood beach
  • club paradise
  • horror of party beach
  • Thunder in paradise    

Beach associated locations:

  • art gallery
  • amusement park
  • aquarium
  • cannery
  • marina
  • outlet for storm drain
  • aquatic arcology
  • hotel strip
  • hot dog stand  

Danger Island -- A Mock Horror Adventure for GURPS(tm) http://www-personal.umich.edu/~superman/JPK/APA-Best-of/Danger-Island.html  

What kind of equipment would you still be wearing, carrying if you were in a swimsuit at a beach?  What kind of contingencies would you set up?   

  • shoulder bag with additional gear and/or 13th pocket.  This shoulder bag goes over the back with strap across chest which provides storage but wearer can swim and run normally - hands free
  • submerged gear
  • buried gear
  • remote delivery gear
  • remote control seeking vehicles (big tire not hover)  

swim suits: 

  • string,
  • athletic bikini,
  • one piece,
  • triathelon, wet suit  

string - any suit that is designed primary for legal modesty and to draw attention to body attributes.  Does not limit mobility except for modesty reasons.

athletic bikini - bare midriff with good support and good sand protection one piece - best support, skin coverage while still showing off body lines

triathelon - designed to be used in or out of water with thigh to neck skin coverage.  Provides support for additional equipment.  Maximum legal protection

Wet suit - maximum thermal protection.  best non-magical threat protection that doesn't raise too many eyebrows.  Hot out of water.  Limits mobility  

Why Sun tan lotion is your best friend

  1. Should not be used to protect skin in rpg - burns not fun
  2. Can be used to write message
  3. both a physical and social lubricant  
  4. bonus to wriggling out of bonds (escape artist) or grapple checks  
  5. bonus to sliding  
  6. bonus to chemical or burning material spray  
  7. can be used as a social ice breaker and then used to distract  
  8. minus to hide  

bureau 13: 

  • watch (waterproof),
  • cell phone (kirilean detector),
  • c4 tennis shoes,
  • bureau lighter,
  • 13th pocket


  • comm link
  • watch
  • high tension cord
  • knife

it is always good to keep some cord on you.  Can be worn as a belt or strap for bag.  

Do you ever assume you are off the clock?  Would you share a tray of umbrella drinks with Mathias Bolt for just one golden afternoon?  

  1. all off the clock - dress for show
  2. most off the clock - off dress for show but with good shoes,
  3. on the clock should wear triathelon suit and carry bag with additional equipment. 

How does it change the threat level if the big bad is also in a swim suit (note Cthuthu in a swim suit is the ultimate no change in threat level)?   How does it inform the adventure and your tactics when you are in a highly visible, populated, and possibly congested area?

What impromptu equipment can you find on the beach?

  • propane tanks for explosives
  • tiki torches and fuel for splash weapons and flame thrower
  • tiki torch holders make nasty spears
  • rocks in towel makes a sling or a bunch makes a club
  • kevlar covered rescue floats for shields
  • electrical devices for shocking
  • Life Guard med kit for first aid
  • beach patrol atv for mobility, attacking and fleeing
  • Jet Ski with tow rope for clotheslining aquatic foes - maybe grab and pull on land?
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Episode 77: Solo Campaigns part 1

July 4th, 2011

This week we explore how to make a campaign successful if you only have a single player who only wants to run a single character.  This informs the campaign from character design to adventure creation.  Naturally you should also review our series:  Packing for Success that was published in the early days of this podcast.  While we concentrate on Fringeworthy, these issues will be similar no matter what game you are playing.

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Episode 58: Bulletproof Cover Identities

February 22nd, 2011

This week we examine how to build, maintain, and rescue a cover identity in an exploration or investigation game such as Fringeworthy, Bureau 13, Call of Cthulu, Shadowrun, Cyberpunk or others of the many genres that support this kind of play.

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Episode 41: Tri Tac Games Podcast #1

November 2nd, 2010

We start our new format of Fringworthy and other Tri Tac Game products.  First we tell you how to find out important intel from the other side of the Fringeworthy portal without having to risk your all too tender flesh. 

Then we do an intro to Bureau 13, how it fits with Fringeworthy, and how it compares to other modern supernatural rpgs.

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Episode 36.5 Exploring Ancient Japan pt 2

September 5th, 2010

We continue to explore the possibility of adventuring in Japan in the 5th to 11th centuries.  We list a number of helpful reference books for this time.

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Episode 36: Adventuring in Ancient Japan

August 30th, 2010

Adventuring in the past:  Japan from 5th to 11th century. 

Blix takes us on an journey to the beginnings of Japanese history and culture - before the samurai.  Here you will find powerful emperors, strong men of the mountains, ninja, and maybe a cappa or two.

02:20 - What no Samurai!?

02:40 - Shifting from tribes to cities.

04:19 - How to get along and fit in with the people of this time.

10:20 - Honor, Buddhism, and Bushido.

11:20 - The seat of power.

12:45 - The Golden Age of Japan.

14:25 - Ninjas and politics.

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