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Chronicles of Darkness vs Tales from the Loop

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

Chronicles of DarknessTales from the Loop
GenreHorror, ModernScifi, Modern
TagsAtmospheric, Character Building, Character-Driven, Classless, Corruption, Drama, Fear & Stress Mechanics, Improvisation, Investigation, Strong GM SupportNarrative, Beginner-Friendly, Character-Driven, Mystery, Rules-Light, Licensed IP
Core MechanicBuild a d10 pool from an Attribute plus a Skill and count each 8, 9, or 10 as a success. Tens reroll, five successes are exceptional, and a pool reduced below one die becomes a chance die that succeeds only on a 10.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.
Diced10 dice poold6 dice pool
ComplexityMediumLow
AccessibilityMediumMedium
RunnabilityVery HighHigh
LicenseAll Rights ReservedYear Zero Engine OGL
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherOnyx Path PublishingFree League Publishing
Year20152017
LanguagesEnglishEnglish, Swedish, French, German, Italian, Spanish
Best ForGroups who want modern supernatural horror built around investigating mysteries, navigating personal consequences, and confronting threats before they overwhelm an ordinary life.Groups wanting a rules-light, nostalgia-driven RPG about kids solving sci-fi mysteries in an alternate 1980s: Stranger Things meets E.T.
HighlightsThe investigation system can reveal an Incomplete clue on a failed roll, preventing a mystery from stopping at one check. Conditions, Aspirations, and Beats link consequences and personal goals to character advancement. Horror Anchors create investigative inroads for supernatural threats.Very simple rules, distinctive 1980s setting, Conditions system encourages roleplay over combat, accessible for new players and younger teens
ConsiderationsThe core contains detailed procedures for combat, chases, investigation, social maneuvering, and supernatural threats, so groups need to decide which rules to emphasize in a campaign. Damage, Integrity breaking points, and Persistent Conditions create lasting consequences. Social Maneuvering includes sexual goals and hard leverage, so players should back away from uncomfortable concepts.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