
Tales from the Loop RPG · Tales from the Loop Roleplaying Game
Tales from the Loop
Tales from the Loop is a mystery roleplaying game set in a suburb influenced by a vast research facility known as the Loop. You juggle school and home life with peculiar events that no adult wishes to confront. Imagine sagging barns, unusual machines on the outskirts of town, and the neon glow on winter nights. The atmosphere is warm and inquisitive, with a hint of unease. Players are drawn to its human stories and retro-futuristic aesthetic.
A session unfolds like your favourite small-town mystery. You pose questions, cycle to important locations, converse with eccentric adults, and experiment with bizarre technology until the truth reveals itself. It is ideal for beginners, families, birthday groups, and teams seeking a shared puzzle. If you appreciate grounded puzzles and character-driven moments, it fits perfectly within 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 child’s traits, skills, and equipment, 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 seeking 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 child 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 an evening. Campaigns develop your home life, recurring NPCs, and larger secrets. It also works seamlessly online; see online play options.




Frequently Asked 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, such as bookworm or skater, and a sense of curiosity. Everything else is explained at the table.
How many players are there and how long does it last?
Tales from the Loop is best enjoyed with 3 to 5 players, although 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 children? 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 experimenting 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 this at the start and the GM will navigate around them.
How does Tales from the Loop differ from D&D?
It focuses on investigation and everyday life, rather than dungeon battles. You play as children with bikes and torches, so conversation, stealth, and tinkering are more important than combat. There are no classes or spell lists, and no battle maps are required. Danger is managed through narrative setbacks instead of hit points. Most scenes revolve around clues, choices, and relationships. If you wish to compare it with other systems in terms of feel, explore more game options.
What types of characters do we play, and how is danger managed?
You play as kids from the 80s-that-never-was, such as 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 awry, you mark Conditions like Scared, Exhausted, or Injured, which make future rolls more difficult until you receive support or find a quiet moment to recover. The stakes feel real without being grim, so the 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 vast 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 idiosyncrasies. 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 corridors become your own.
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