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Tales from the Loop

Core Rules
Solve mysteries in an alternate 1980s where kids on bikes confront the weird science of The Loop
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Languages: English, Swedish, French, German, Italian, Spanish

Best For

Groups wanting a rules-light, nostalgia-driven RPG about kids solving sci-fi mysteries in an alternate 1980s: Stranger Things meets E.T.

Core Mechanic

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.

Diced6 dice pool
System FamilyYear Zero Engine
PublisherFree League Publishing
Year2017
ComplexityHow much there is to learn
Low

The d6 pool counts 6s, with pushing for rerolls at the cost of a Condition. Kids cannot die, so stakes run through trouble rather than danger. The system stays gentle and light.

AvailabilityHow you get the rules
  • Free to tryNothing freeNo free rules or starter
  • Get it nowSold newIn print or as a legal PDF
RunnabilityWhat the book gives you to run it
  • ✓IndexFind any rule by page number
  • ✓GM guidanceA chapter on how to run the game
  • ✓Examples of playRules shown in action at the table
  • –Quick referenceNo cheat sheet or summary tables
  • ✓Cross-referencesRules point to each other by page

4 of 5 book tools found in the core book

Highlights

Very simple rules, distinctive 1980s setting, Conditions system encourages roleplay over combat, accessible for new players and younger teens

Considerations

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

Rules license Year Zero Engine OGL

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