"Podcasts" Backlog

Episode Seventeen

February 4th, 2015

The Mynock crew sets down on Mandalore, and pretty much just shops. That’s practically the entire episode.  


Episode Sixteen

January 28th, 2015

  The Mynock arrives at Vanquo, ready to set down, steal some ID tags, and research the kark out of some soil. But first, clipboard in hand, Bacta has some things that need addressing.


Episode Fifteen

January 21st, 2015

Stuck in hyperspace for a few days, the crew of the Mynock returns to their roots: talking to each other for way too long for this to really be considered an actual play. Settle in for our first ever Bottle Episode.  


Episode Fourteen

January 14th, 2015

They’re out of combat, and out of time. How will the guys get off the Bargain Hunter as the smuggler band shrugs off their nausea? Also, we’re coming up on the end of our first arc. They boys are going to have to dogfight their way to freedom. How does ship-to-ship combat even work?


Maps and Minis

January 9th, 2015

This week James McGhie asked the simple question: “Tiles and minis, yay or nay?”


Episode Thirteen

January 7th, 2015

Roll for initiative! With the hull of the Bargain Hunter busted open and the vacuum of space exposed, the Mynock crew’s going to have to cling tight as they try to escape the dread smuggle Jorj Car’das.


Episode Twelve

December 31st, 2014

It’s time for Tryst to finally test his hand at piloting. I’m sure nothing unexpected will crop up on that front. Meanwhile, Bacta attempts to put the jump on Jorj Car’das while Leenik helps himself to a second serving of meatloaf.


Holiday Special

December 24th, 2014

The Crew gets up to some some capital N Nonsense in this year’s Life Day Holiday Special.    


Episode Eleven

December 17th, 2014

Tryst and Lyn get to the heart of the story arc while Leenik and Bacta come face to face with Jorj Car’das!


Strong, Unreasonable Villains

December 12th, 2014

This week James takes on a new listener question: When my players come up with what seems like a reasonable bargain or deal, my antagonists accept, as long as they’re not giving up more than they originally intended to. The greatest play experiences I’ve had came from GMs who created hardline antagonists who would accept nothing less than total acceptance of their demands. Overcoming them gave me a thrill that I want to give my players, but whenever I try to run these guys, my senses of fairness and logic kick in and I accept a reasonable solution.