In honor of the Stranger Things Season 2 trailer dropping, let's revisit Tales from the Loop. When I ran three sessions of TftL at Origins I used my own scenario, primarily to avoid spoiling
the core book adventures. I had player ask about if I had a write-up of that story, so I've put one together. My set-up’s sketchy, it has a strongly defined inciting
incident and then notes on where it could go. I hope others might want to borrow from it or use it whole cloth. It’s open ended and
intended for a single session.
BASICS
1. Present the basic concept and go over the time period &
Kids age. Stress they’ll be friends and have a shared clubhouse. They’ll need
to that have in mind during character creation. They need to figure out
why they’re friends with one another.
2. Quickly walk through the seven points of the premise. (I
have a sheet of these taken from the book and I speed through that). Establish
a few ideas here: weird tech’s around; the kids can be endangered, but not
killed, and adults aren’t going to be much help.
3. Put the playbooks out, name them all, and let the players
pick. You can see my slightly revised playbooks here as well as other help materials. I changed some of the names, questions, and NPC details but only
slightly. Important: Everything in this outline assumes you’re working from
those.
4. After they pick archetypes and while they start making
choices, explain the basic die pool system—stressing they just need a single
success. Explain the rules and the skills. Pay special attention to defining
the tech skills since they can confuse. Also explain Leadership, since it
operates oddly and is important.
5. Have players work up to establishing player to player
relationships. Stop and have them briefly introduce themselves. Then have each
one in turn go through all their questions: PCs and NPCs. Write those down and especially
note which NPCs they pick for relationships. You’re going to use that. Since it
is a one-shot, have them only pick one NPC. Do more if it is going to be a
campaign starter.
6. Ask leading questions, get them to detail their lives,
figure out the clubhouse. Pay special attention to whoever picks the
Troublemaker. They’re the character most likely to push buttons, get into it
with adults, and move the plot. They’re often the one who least fits with the
others. Keep an eye on that. Finally make sure they pick their favorite
song—it’s a great detail.
Ideally this should take about an hour. Be involved and keep
asking questions to make sure they’re plugged in.
PLANNING
Here’s where it gets interesting for the GM. Look at the
NPCs they picked. Pay attention to the Janitor, any Scientist, the Singer, and/or
the Punk Kid. We’re can tie them into the plot. If no one’s picked any of those,
you’ll have to do some on-the-fly substitutions.
Begin the actual play with a home scene from everyone. Have
them set the stage. Getting up and going to school’s a good way to frame this
if you don’t want it too open. It’s important to give this time to breathe.
Next, we hard frame the group with statement and a question:
“You’re all out together alone in a park, after dark. Why?”
FLASHY THING
Work their answer into the starting incident. Answers I’ve
seen: following up on a report of something strange, shooting off fireworks,
meteor shower.
In the distance the Kids see unusual lights, flashing in a
strange pattern. When they investigate, they’ll discover a device with lights
all around the outside. I usually describe it as a tripod with a box atop it,
but that’s up to you. Here are the important details:
- It looks cobbled together. Some has built this out of scavenged parts.
- There’s a company symbol on one of the parts that they don’t recognize immediately (unless they ask for a specific check). I used a Z with a lightning bolt through it, but you can change that up.
- The object has been dragged here and set up. It is portable, but with effort.
If they investigate around, they will spot a PUNK in the
shadows also observing the device. It’s unclear if he carried it here or like
them came to check this out. If a character explicitly goes engage them, they
should get some detail about the punk: general appearance, markings on a jacket,
etc. They can use that to follow up later. The Punk will try to not be seen.
The players should get some moments to say what they’re
doing, looking at, checking out. Give them space for a couple of rolls. If they
go after the PUNK, start that but interrupt it with what happens next. All the
PCs should be within reasonable range of one another.
There’s a blinding flash from the device.
THE MYSTERY
The PCs wake up lying on the ground. Have the physically
strongest or furthest away kid awaken first. The device is gone. Play up the
details: backs wet from lying on the ground for quite some time, stiffness,
cold. Let them get their bearings, but eventually someone should realize they’ve
been out for hours. It is nearly dawn.
Dealing with having stayed out all night should be their
primary concern, but we’ve got some other details to establish: most
importantly that they’re now all invisible and silent.
You’ve got a couple of tricks to establish this: if they check
the nearby road for tracks or evidence, then they will see a car coming. It
should nearly hit them, not slowing down. This
is a good opportunity for a check to jump out of the way, with them marking a
condition from their stress if they fail. Alternately, a deer or other
animal emerges from the forest as if the Kids aren’t there. Their voices can’t
be heard, but they can make noise through objects—so stomping around will
startle the animal. Another option is to have a Parks officer show up to check
the area; that allows them to interact with someone.
This invisibility has limits—they’ll likely move to check these.
They can see and hear each one other, but can’t be seen or heard by anyone else
who hasn’t be hit by the device. They can physically affect objects—so they can
lift things, write in steam, etc. Picked up objects remain visible. If they eat
something, it’s hangs in the air for a moment and then vanishes. They cannot
see themselves in mirrors or reflective surfaces.
Most importantly, and what they don’t know yet, is that this
invisibility turns off at daybreak (and turns back on at dusk). Why? Weird Science!
The group may investigate the area before moving on. The
device was dragged away to a nearby road while they were knocked out—someone clearly
put into the back of a truck. If they ask to make checks, they can find a
distinctive feature (find bits of broken plastic from a taillight knocked out
during loading; unique double-back wheels, etc). It can be a good linking clue
to find the PERPETRATOR later, but isn’t vital so don’t worry if they skip
this.
If they check where the PUNK was, they can see from the
outlines in the grass that he too got knocked out. They can trace his path back
to moped tracks by the road. If you want a linking clue to him, have them find
a Dead Kennedys patch from his jean
jacket. That’s important if they didn’t get a good look at him.
MOVING FORWARD
Right now their panic should be about getting home. Remind them: today is a School Day. Play
these scenes out and put pressure on. Hold off on the reveal that they will
turn visible at dawn. Switching towards the end of the home scenes helps change
the dynamic and tempo. These bits are a great opportunity to see the characters’
family life and potentially their Problem.
Here’s where the story opens up in several directions. At
this point that you need to make a choice as a GM: Who did this? You can choose
earlier, especially if you want to connect that to on-site evidence. But generally
you can select now based on which NPCs they mentioned in character creation, time
remaining in the session, and direction the players seem like they’re heading.
Right now the players have the following details to chew on:
The nature of their condition (i.e. who might have researched it), the design
of the device itself, the label on the device, and some detail about the PUNK. They
may also have PERPETRATOR vehicle links. The company marker on the device should
lead to a small local lab that burned down a few months ago. If the kids check
that out, it can be a linking clue to the PERPETRATOR. They had some connection
to the lab, were spotted scavenging in the ruins of it, or bought the equipment
from an estate sale or at the junk yard.
This rest of the story is freeform, but will likely start
with the school day and/or a meeting at the clubhouse. The Kids should be tired—if
you want, make them mark a condition. This can push them to their anchor and/or
get someone to user Leadership.
WHODUNIT
We have a few possible combinations of PERPETRATORs and
PUNKs. Ideally these should tie into the NPCs chosen during character creation:
SCHOOL JANITOR
JEFFREY: You have a couple of modes for him. He could be a crazy garage-based
weekend scientist and this was an accidental test. In this case, he doesn’t
realize anyone got affected when he picked up his equipment. He’s still working
special goggles to see the invisible (which they could find later) or doesn’t
realize what the device does. If the Kids confront at school, he won’t know sitch
with the Kids and will lie badly.
If someone has the missing librarian MARY as an NPC, you can
connect that. In this case, Jeffrey accidentally turned her invisible and has
been working on a solution. But doesn’t want to get in trouble. He may be
holding her somewhere (the final conflict site). A good linking place for
Jeffrey is his garage lab at his weird house. He’s not there, but that could
lead to where he’s testing.
Alternately if you want to go high weird, then Jeffrey is
using the device to reveal alien intruders. The Kids will find weird science
conspiracy material at his location. This gives an interesting hook-- you can have
the Kids spot strange figures and eventually the aliens themselves. Unaffected
humans can’t see them, but the kids can. If someone’s chosen her, this can
connect to the npc LEANNE’s story about aliens at the cooling towers.
In any case, the kids either need to get zapped by the
machine to reverse the process or need to make a modified version of the
machine to fix things. If Jeffrey’s hostile to this, they may have to work
around him. Either way the problem lies in getting stuff. If they don’t have a
strong tech character, then lean in the direction of just getting ahold of the
device.
How does the PUNK fit
into this version? The Punk has been following the Janitor. He thought he
could lift keys to the school or that janitor was up to something. The Punk’s a
good wild card. He could try to interrupt or steal the device later.
Alternately, if a day or two passes, the kids might hear about a series of
weird robberies as the PUNK takes advantage of his condition.
The punk could be PETER from the NPC list or someone
entirely new. Maybe they’re part of LISA’s Wildlife Club. In any case, he can
be used as a spoiler or a linking element,
FORMER SINGER MIKEY
HAYES: You can sub him in easily for the Janitor role, especially if a Kid
thinks he’s weird. It works less we if he’s a friend. You can combine him with
the Janitor if both relationships are on the table. They could be rivals or partners.
The kids can check out the Lake House to find a lab or weird conspiracy stuff
(as per the Janitor).
THE SCIENTIST: We
have two of scientists mentioned in the NPC lists DIANE PETERSEN (fired from
the Loop and/or someone’s aunt) or OLIVIA
MARTINEZ (asked to do experiments on the sports team). They can be connected to
the burned out lab mentioned above (linking clue from the marking on the
device). You can play this a few ways:
- She’s an amoral researcher who wants to discover a way to move across dimensions. She doesn’t care how they test this. You can add the threat that the kids need to get this reversed before they “fade away.”
- She’s seeking revenge on the Loop or another lab which fired them. In this case she’re building a larger version of the device to affect the entire town.
- Aliens. She’s fighting against them (makes the scientist sympathetic), trying to capture them (makes the aliens sympathetic), or their in league with them (no one’s sympathetic).
In any case, this can lead to her house, former lab maters,
etc. That should in turn lead to the new, secret lab the Scientist’s at. If the
scientist is misunderstood, the kids might arrive and interrupt an alien
kidnapping or assault. If the scientist’s a villain, then she might have someone
kidnapped (Mary, if she’s been mentioned). The scientist’s lab offers a great
opportunity to introduce a robot. She’s using it as a worker, a
defense system, or a portable version of the device. This gives tech-based
characters a chance to mess and/or re-program something cool.
How does the PUNK fit into this version? The PUNK has been
working for the Scientist. They’ve been bragging about that work. But they’ve
also gotten suspicious and followed the Scientist when they set up the device
that affected the kids. In this version, they didn’t know what she was doing.
Alternately, the Punk’s more involved. In this case, the
Scientist has already used the device on the Punk. He’s been committing a
series of invisible night-time robberies to secure parts for her. In this case,
newspaper reports and research will reveal a linking clue: items stolen correspond
to things they saw on the makeshift device.
LAST WORD
That’s the basics of the scenario. It has a likely pattern:
character creation—daily life--- inciting incident—panic—daily life—investigation—linked
investigation—confrontation—daily life epilogue. It doesn’t exactly follow the
pattern presented in the Tales from the
Loop book. Instead I’ve gone with a structure I’m more comfortable with.
The end scene should present itself naturally, with a mix of action, tech, and
other skills to deal with the problem at hand. Ideally the kids get the process
reversed and reveal any villain to the authorities.
This is sketchy, so if you have questions, send those on.
You made my day. This is the best mystery for TLFT I've seen so far. And i really like the way you present it. Short. on point. But open for own ideas. Thank you very much for this one.
ReplyDeleteThis is fantastic. I'm going to adapt this a bit and use it for a one-shot in a couple of weeks. Thanks!
ReplyDeleteLove your idea. However, what do you mean about "leadership"? Do you mean the lead skill? I have to say I don't find its use...
ReplyDeleteIt's 4:30 am, and I needed an idea for a TLFT for tomorrow. You just saved my life, thanks. It's my first time with this system and I was having trouble putting something together I loved this. Thank you.
ReplyDelete