Where shall we start?
This is always the first question I ask myself when starting a new game. It doesn’t really matter if it’s a one-shot, a short series of sessions or an open-ended campaign; the beginning sets the tone for the whole thing. If you start your PCs off trapped in a haunted house with no prospect of escape and a murderous ghost hunting them, you have made a pretty firm statement about the kind of game you are all there to play (or your players will see it that way at least.) Equally, if you start with a scene from each character’s home life, interacting with their family members and discussing their everyday problems, you are establishing a sense that this is the type of game where that kind of thing will happen again (or you should be.)
You can use the start of your game to establish a theme too. Maybe its a horror game involving frog mutants who want to feed your players souls to their unholy tadpoles, you could start in their camp at night, describing a croaking, ribbiting chorus that grows in intensity and volume through the night, ensuring that none of the party get any rest. Embed in the cacophony the true name of a PC and you have the potential for fear and suspicion if not outright horror.
Control
Three sessions in, there’s one PC who has decided to attempt a bloodless coup on the streets of the town at the centre of your adventure, another who has set their heart on wooing one of your NPCs of lesser importance and a third who just wants to sit in the tavern and spread rumours about the sheriff being a cannibal. It can feel like you are out of the picture sometimes (and that’s not necessarily a bad thing, dear reader. The best sessions happen at the whims of the players.) At the start, though, you, as the GM, have control. It relates a little bit to the world building work you’ve been doing, or not doing. After all, you made up the place they start in, or at least, you read about it in a published sourcebook or module and interpreted it as you saw fit. You know the places involved, you know the relevant NPCs, you know the setup, even if you have no preconceived notions about how it’s all going to go down in the sessions to come. With that knowledge, you start with an advantage, for the time being, at least. Before long, you have to hand things over to your clever and inventive players and they’ll have burnt down half the Silver Quarter while introducing the roller skate to Spire.
But, more important than your behind the scenes knowledge, is the situation they start in. I’ve mentioned in medias res beginnings in the past. Frame the scene they find themselves in and make it tense or truly fantastical or horrific or action-packed or just evocative. Start in the middle! It is the one opportunity you have to do this. You set it all up and see how they react to it.
In the Death in Space one-shot I ran a few months ago, I started them off being ejected from cryo-sleep as they approached the main adventure location, a mysterious space-station. They each got to have a moment to describe their characters and I explained they were seeing the debris field surrounding the remains of a planet that was destroyed in the recently ended wars and that they had to guide the ship through it! But then I used a series of flash-back scenes to explain what they were even doing there. I don’t think that’s even the first time I have used the in-medias-res/flashback combo to get into the action as quickly as possible while also providing some much-needed context. It worked pretty well as I recall…
It’s a fun way to get them all rolling dice quickly and failing quickly too, which is usually pretty important in a one-shot horror game.
Intros
Tales from the Loop wants you to put the kids, the players’ characters, at the fore from the get-go. And deservedly so. These kids are created to have people who are important to them, problems that consume them in their regular lives, drives that motivate them and things they’re proud of. They’re rich and three dimensional characters before they ever get to the table. So, the game insists that you start a mystery (what TftL calls adventures) with a scene belonging to each and every kid in their home life or at school, with NPCs that are important to them, family, friends, mentors, that sort of thing. This is where the players get really invested in their characters. They have genuine and heartfelt interactions with the people of significance to them and they begin, immediately, to find their voice and their personality. It’s probably the best thing about a game that has a lot of good things going for it.
I stole the technique for the second campaign I ran in my Scatterhome world. It took place on the northern island of Erlendheim. The PCs all knew each other at the start since they began at 8th level and, in the fiction, had an adventuring party for many years, long ago. The adventuring life long behind them, I asked them to describe their mundane lives as a farmer, an advisor to the Jarl, a guard sergeant and a village priest and made sure to include people and places that were important to them. I focused on who and what they loved because I knew I was about to fuck with all that.
I had learned a lesson, you see, dear reader. Oh yes. For those of you keeping studious notes, you will recall I described the start to the first campaign in Scatterhome, when I drowned the island nation and erstwhile homeland of the PCs, Galliver, off-screen, before the start of the game. They didn’t care about it, and I can’t blame them. I had never given them a reason to.
In Erlendheim, they were more focused on saving the druid’s kids, ensuring the safety of their families and homes, protecting their futures.
Tug on those heart-strings, GMs.
Scenic
There is a subtle art to the transition from the start of an adventure to the meat of it. Or there is if you don’t subscribe to the philosophy that adventures should happen in scenes.
Usually, the end of a scene is obvious in a movie or tv show. It normally shifts perspective or location or time. So, if you want to do something similar in a game, someone needs to just say it’s over and move to a new scene. Sometimes that’s the palyer who wanted the scene but usually its the GM. I would rarely have done something so bold as to declare the end of a scene in a game of D&D as a more trad DM but it’s so freeing to do it! Just like you framed that first scene at the beginning of your game, you soon realise that you can frame and end any scene at any time (within reason.)
Looking back at the Tales from the Loop example from earlier, I noted that each kid gets a scene about their home life. Together with the player, you describe the kind of scene it is going to be, improvise it and end it when it feels right. When you move on to the investigation part, you can cut to a scene with all the kids in it, where they are staking out the suspicious machine that appeared in the nearby field overnight to see who is responsible for it and end that scene when they have gotten everything from it they can. Easy.
Using scene structure is even built into some games. Spire and Heart use scenes, situations and sessions like other games use rounds, days and long-rests. They are left deliberately vague but some powers and abilities work only within the current scene or situation. I have embraced the vagueness and it didn’t even take any adjustment. It was instinctive.
In the next post I am going to write a bit about endings, which, in my experience, are so much more difficult.
How do you like to start your games, dear reader? Let me know in the comments.
























, do yourself a favour and go check them out. When I first encountered his work several years ago, it filed me with wonder. He created such a realistic depiction of a past that was largely recognisable to me from my own childhood, interspersed with or shockingly dominated by futuristic architectures and sci-fi wonders. His work excited my imagination like only RPGs had in the past. So when I discovered that Free League were producing a [Tales From the Loop game](https://freeleaguepublishing.com/games/tales-from-the-loop-rpg/), it didn’t take me long to pick it up. It took a little longer to get it to the table but when I did I discovered that the players loved it.
Tales from the Loop is a game about the 1980s that never was. It posits a world in which some astounding scientific breakthroughs occurred in the ‘50s and ‘60s so that, by the time in which the game is set, they are not considered so strange. You have your robots and your hovercraft and your infinitely renewable energy. But most of that stuff is considered mundane in Stålenhag’s world. Not only that, they exist alongside the ‘80s mainstay technologies like Walkmans, cassette tapes, VCRs and Soda Stream. In Stålenhag’s artwork this created some beautifully uncanny images. Most were set in the region of Sweden known as Mälaröarna, where the Loop project was based. This is where the world’s largest particle accelerator was built. Though it is not necessarily directly responsible for the many strange occurrences in the region, the people who populate such a scientifically rarified place usually are. Scientists and administrators and students flocked to the region and started families there. So many of Stålenhag’s paintings involved kids; a toe-headed child threatening an old Volkswagen van marked “Polis” with a giant robot under his control; a pair of woolly-hatted kids digging in the Swedish snow and gazing back at their homes, dwarfed by the cyclopean, other-worldly cooling towers used to release heat from the core of the Loop itself, the Gravitron; a little kid in cold weather coveralls leading his grandfather through the snow to a mysterious sphere, left abandoned in the countryside, its purpose and provenance forgotten. These were the inspirations for the RPG.
The game came out at the height of the popularity of Stranger Things, which helped it gain a lot of traction I think, and then it even had its own, unfortunately not so popular, spinoff [TV series](https://en.wikipedia.org/wiki/Tales_from_the_Loop), which I, at least, loved.
In the RPG you play kids between 10 and 15 years old. You get to choose a Type from such classics as the Computer Geek, the Hick and the Weirdo. You also have to choose some really fun things like your Iconic Item, your key relationships and your favourite 1980s song.
Once you have your Kid, you and your friends can go out and investigate weird shit on your bikes. Stuff like, where are all the birds gone? What are all the adults doing gathered around that weird machine in the field? What’s that dinosaur looking claw print in the snow? You know, normal kid shit.
## Roll mechanics
Tales from the Loop uses a version of the Year Zero engine, and, in fact, it was the first game I played using that system. It’s really straight-forward and intuitive, easy to learn and resolves situations quickly. “Situations” are generally and collectively referred to in the text as “Trouble” with a capital “T,” appropriately enough. For many, the Trouble you got into and out of when they were kids are some of the most enduring and treasured memories. In the game, you combine your ability dice and your skill dice into one dice pool and roll them all to try and get at least one 6. Since you only use d6s in this game, that’s the highest you can roll. The more 6s you roll the better, generally.
The only issue my players and I had with the rules is the Extended Trouble mechanic. The way this works is that, during the final showdown, encounter or whatever, every kid says what they are going to do and the GM tells them how many successes they will need to succeed fully. Then one player rolls all the dice in one enormous pool. Generally, if they don’t succeed fully but they still have a few successes, they might achieve what they were trying to but one or more kids will earn conditions or even become Broken. But, in play, we found this approach to be unsatisfying. Each player wanted their own cool moment to roll for and the all-or-nothing approach meant that they couldn’t attempt to take any rectifying actions if and when they saw things going wrong. Anyway, suffice it to say, we won’t be using the Extended Trouble rule next time.
## Mascots and Murder
Here are the very basics of the scenario I have planned:
Although the first Loop was in Sweden and much of the book is written as though it is the default setting, they do actually provide a second potential setting in it. That’s Boulder City, Nevada, the “Best city by a dam site,” which is a reference to its proximity to the Hoover Dam. There is another Loop in this region and all of the scenarios presented in the core book can be transposed very easily to the desert, believe it or not. This is where the kids in this scenario will be from. It is summer in Boulder City so it’s going to be so sizzling hot that you can fry an egg on the sidewalk. This will be a nice change as all the other Tales from the Loop games I have played were set in Sweden in autumn and winter.
Some teens have gone missing from Boulder City. Although their parents don’t seem too worried about it, our intrepid Kids are going to solve this mystery as they track down the source of the eerie, carnival-like music out in the Nevada desert and figure out what the connection is.
I have had fun writing this scenario, even though I have gone over it and over it to get it right. So, it’ll be ready to play in a few weeks.
The Tales from the Loop core book has some very useful advice for writing and structuring a scenario for it yourself. As long as you stick to that, you’re unlikely to go wrong. This is not actually the first one I have written myself, using these guidelines and, I can tell you, it works really well.
Have you played Tales from the Loop? What did you think of it? If you had to run a particular game for Indie Mascot Horror vibes, what would it be?](https://thedicepool.com/wp-content/uploads/2024/07/img_3376.jpeg?w=1024)
, do yourself a favour and go check them out. When I first encountered his work several years ago, it filed me with wonder. He created such a realistic depiction of a past that was largely recognisable to me from my own childhood, interspersed with or shockingly dominated by futuristic architectures and sci-fi wonders. His work excited my imagination like only RPGs had in the past. So when I discovered that Free League were producing a [Tales From the Loop game](https://freeleaguepublishing.com/games/tales-from-the-loop-rpg/), it didn’t take me long to pick it up. It took a little longer to get it to the table but when I did I discovered that the players loved it.
Tales from the Loop is a game about the 1980s that never was. It posits a world in which some astounding scientific breakthroughs occurred in the ‘50s and ‘60s so that, by the time in which the game is set, they are not considered so strange. You have your robots and your hovercraft and your infinitely renewable energy. But most of that stuff is considered mundane in Stålenhag’s world. Not only that, they exist alongside the ‘80s mainstay technologies like Walkmans, cassette tapes, VCRs and Soda Stream. In Stålenhag’s artwork this created some beautifully uncanny images. Most were set in the region of Sweden known as Mälaröarna, where the Loop project was based. This is where the world’s largest particle accelerator was built. Though it is not necessarily directly responsible for the many strange occurrences in the region, the people who populate such a scientifically rarified place usually are. Scientists and administrators and students flocked to the region and started families there. So many of Stålenhag’s paintings involved kids; a toe-headed child threatening an old Volkswagen van marked “Polis” with a giant robot under his control; a pair of woolly-hatted kids digging in the Swedish snow and gazing back at their homes, dwarfed by the cyclopean, other-worldly cooling towers used to release heat from the core of the Loop itself, the Gravitron; a little kid in cold weather coveralls leading his grandfather through the snow to a mysterious sphere, left abandoned in the countryside, its purpose and provenance forgotten. These were the inspirations for the RPG.
The game came out at the height of the popularity of Stranger Things, which helped it gain a lot of traction I think, and then it even had its own, unfortunately not so popular, spinoff [TV series](https://en.wikipedia.org/wiki/Tales_from_the_Loop), which I, at least, loved.
In the RPG you play kids between 10 and 15 years old. You get to choose a Type from such classics as the Computer Geek, the Hick and the Weirdo. You also have to choose some really fun things like your Iconic Item, your key relationships and your favourite 1980s song.
Once you have your Kid, you and your friends can go out and investigate weird shit on your bikes. Stuff like, where are all the birds gone? What are all the adults doing gathered around that weird machine in the field? What’s that dinosaur looking claw print in the snow? You know, normal kid shit.
## Roll mechanics
Tales from the Loop uses a version of the Year Zero engine, and, in fact, it was the first game I played using that system. It’s really straight-forward and intuitive, easy to learn and resolves situations quickly. “Situations” are generally and collectively referred to in the text as “Trouble” with a capital “T,” appropriately enough. For many, the Trouble you got into and out of when they were kids are some of the most enduring and treasured memories. In the game, you combine your ability dice and your skill dice into one dice pool and roll them all to try and get at least one 6. Since you only use d6s in this game, that’s the highest you can roll. The more 6s you roll the better, generally.
The only issue my players and I had with the rules is the Extended Trouble mechanic. The way this works is that, during the final showdown, encounter or whatever, every kid says what they are going to do and the GM tells them how many successes they will need to succeed fully. Then one player rolls all the dice in one enormous pool. Generally, if they don’t succeed fully but they still have a few successes, they might achieve what they were trying to but one or more kids will earn conditions or even become Broken. But, in play, we found this approach to be unsatisfying. Each player wanted their own cool moment to roll for and the all-or-nothing approach meant that they couldn’t attempt to take any rectifying actions if and when they saw things going wrong. Anyway, suffice it to say, we won’t be using the Extended Trouble rule next time.
## Mascots and Murder
Here are the very basics of the scenario I have planned:
Although the first Loop was in Sweden and much of the book is written as though it is the default setting, they do actually provide a second potential setting in it. That’s Boulder City, Nevada, the “Best city by a dam site,” which is a reference to its proximity to the Hoover Dam. There is another Loop in this region and all of the scenarios presented in the core book can be transposed very easily to the desert, believe it or not. This is where the kids in this scenario will be from. It is summer in Boulder City so it’s going to be so sizzling hot that you can fry an egg on the sidewalk. This will be a nice change as all the other Tales from the Loop games I have played were set in Sweden in autumn and winter.
Some teens have gone missing from Boulder City. Although their parents don’t seem too worried about it, our intrepid Kids are going to solve this mystery as they track down the source of the eerie, carnival-like music out in the Nevada desert and figure out what the connection is.
I have had fun writing this scenario, even though I have gone over it and over it to get it right. So, it’ll be ready to play in a few weeks.
The Tales from the Loop core book has some very useful advice for writing and structuring a scenario for it yourself. As long as you stick to that, you’re unlikely to go wrong. This is not actually the first one I have written myself, using these guidelines and, I can tell you, it works really well.
Have you played Tales from the Loop? What did you think of it? If you had to run a particular game for Indie Mascot Horror vibes, what would it be?](https://thedicepool.com/wp-content/uploads/2024/07/img_3375.jpeg?w=1024)
