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Call of Cthulhu vs Tales from the Loop

Compare Call of Cthulhu and Tales from the Loop side by side. See differences in complexity, dice, genre, cost, and more.

Call of CthulhuTales from the Loop
GenreHorror, ModernScifi, Modern
Play StyleInvestigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Horror, Corruption, Skill-BasedNarrative, Beginner-Friendly, Character-Driven, Mystery, Rules-Light, Licensed IP
Core MechanicRoll d100 equal to or under your skill percentage. Success tiers at half (Hard) and one-fifth (Extreme) of the skill value. Bonus and penalty dice adjust the tens digit. Failed rolls can be pushed for a second attempt at greater risk.Roll a d6 dice pool (attribute + skill). Each 6 is a success. Push to reroll failures but take a Condition. Kids cannot die: instead they accumulate Conditions (Upset, Scared, Exhausted, Injured, Broken) and must roleplay recovery with anchors.
Diced100d6 dice pool
ComplexityMediumLow
AccessibilityHighMedium
RunnabilityVery HighHigh
LicenseChaosium Fan Material PolicyYear Zero Engine OGL
Cost$$$$
PublisherChaosiumFree League Publishing
Year20142017
Best ForInvestigation-driven horror where combat is deadly and sanity is fragile. Great for one-shots.Groups wanting a rules-light, nostalgia-driven RPG about kids solving sci-fi mysteries in an alternate 1980s: Stranger Things meets E.T.
HighlightsTracking Sanity as a depletable score ties mental erosion to the fiction, so confronting cosmic horror mechanically wears characters down. The percentile skills resolve on a d100 roll-under, with Hard and Extreme bands at half and one-fifth of the rating. Bouts of Madness convert failed Sanity checks into temporary phobias, manias, or loss of character control.Very simple rules, distinctive 1980s setting, Conditions system encourages roleplay over combat, accessible for new players and younger teens
ConsiderationsThe chase rules add a detailed positioning subsystem whose complexity outweighs how often it sees use. Character creation allocates points across a long list of skills, a slow first step for new players. In long campaigns the sanity spiral can strip a character of player control as madness accumulates.Trouble mechanic resolution can feel arbitrary, limited mechanical differentiation between kid characters, investigation pacing relies heavily on GM skill, sessions can stall without clear mystery structure