
Tales from the Loop TTRPG · Tales from the Loop Roleplaying Game
Tales from the Loop
Tales from the Loop is a mystery roleplaying game about kids in a suburb shaped by a vast research facility known as the Loop. You juggle school and home life with strange occurrences that no adult wants to confront. Imagine sagging barns, peculiar machines at the edge of town, and the neon hum on winter nights. The atmosphere is warm and curious, with gentle chills. Players appreciate its human stories and retro-futuristic vibe.
A session unfolds like your favourite small-town mystery. You ask questions, cycle to key locations, converse with eccentric adults, and tinker with bizarre technology until the truth clicks into place. It’s perfect for beginners, families, birthday groups, and teams looking for a shared puzzle. If you enjoy grounded puzzles and character moments, it sits deep in Mystery.
How to play Tales from the Loop
The rules use pools of six-sided dice. When you attempt something risky, gather a handful based on your kid’s traits, skills, and gear, then roll. Any 6 is a success. More 6s provide additional benefits. If you miss, you can try again by taking a Condition or by getting help from friends. Most turns are straightforward: describe what you do, roll if it is uncertain, then the Game Master reveals the results in the world.
You bring a kid concept, a couple of personal details, and a willingness to ask questions and assist the group. A professional Game Master provides the mystery, maps, NPCs, handouts, and the 80s vibe. One-shots focus on one clear case you can solve in a night. Campaigns develop your home life, recurring NPCs, and larger secrets. It also works seamlessly online; see online play options.




Common questions
Do we need to know any rules to get started?
No. A professional Game Master guides you as you play. The system is straightforward: when something is uncertain, you roll a handful of six-sided dice based on your child’s strengths and equipment. One 6 means you succeed, and additional 6s provide bonuses. If you fail, the story continues, often with a twist or a choice. You only need a character concept, like bookworm or skater, and a sense of curiosity. Everything else is explained at the table.
How many players can join and what is the duration of the game?
Tales from the Loop is best enjoyed with 3 to 5 players, though it can also accommodate 2 for a quieter, more intimate mystery. A typical session lasts between 2 to 3 hours. New groups can create characters in around 15 minutes before diving into the case. One-shots are perfect for a single evening. For campaigns, that same session length allows you to balance school, family scenes, and the developing mystery without feeling rushed.
Is it genuinely suitable for kids? What age groups are appropriate?
Yes. The tone is gentle and curious, filled with wonder, school drama, and light scares rather than graphic content. Adventures focus on solving problems, conversing with quirky adults, and tinkering with unusual technology. Many families play comfortably with children aged 10 and above, and a Game Master can adjust the tension to suit your group. Parents are welcome at the table. If you wish to avoid certain topics, please mention it upfront and the GM will navigate around them.
How does Tales from the Loop differ from D&D?
It focuses on investigation and daily life rather than dungeon battles. You play as kids with bikes and torches, so conversation, stealth, and tinkering are more important than combat. There are no classes or spell lists, and battle maps are not required. Danger is managed through narrative setbacks instead of hit points. Most scenes revolve around clues, choices, and relationships. If you want to compare it with other systems in terms of feel, check out more game options.
What types of characters do we play, and how is danger managed?
You play kids from the 80s-that-never-was, like a Bookworm, Jock, Troublemaker, or Weirdo, each with simple abilities and personal issues at home or school. Kids do not die in this game. When things go wrong, you mark Conditions such as Scared, Exhausted, or Injured, which make later rolls harder until you receive support or have a quiet moment to recover. The stakes feel real without being grim, so tension arises from time pressure, getting grounded, or strained friendships.
Where are the mysteries located, and can we use our town?
The published settings feature Sweden’s Mälaren Islands and Boulder City, Nevada, both influenced by a large research facility known as the Loop. A professional Game Master can run either setting, or adapt the mystery to your local area so your group can relate to familiar landmarks, slang, and local quirks. Both urban and rural settings are suitable. The retro-future technology and the Loop’s experiments provide the backdrop, while the streets, shops, and school halls transform into your own.
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