Notes: Tales from the Loop

6 Principles

  1. Your home town is full of strange and fantastic things.
  2. Everyday life is dull and unforgiving.
  3. Adults are out of reach and out of touch.
  4. The land of the Loop is dangerous but Kids will not die.
  5. The game is played scene by scene.
  6. The world is described collaboratively.

Notes

A roleplaying game is a conversation where you and your friends build a story with a beginning, a middle, and an end.

The Mysteries allow the Kids to encounter strange machines and creatures that exist as a re- sult of the nearby Loop, a huge underground particle accelerator built in the late 1960s. The Kids get to escape their everyday lives and problems and be part of something meaningful and magical, yet also dan- gerous.

Let yourself be enchanted.

[…] and the Commodore 64 was the world’s best-selling computer. In a way, it was the first really modern decade. The VCR made its way into homes […]

Tales from the Loop is science fiction, but it is not about technology. At its heart, this game is about growing up in the shadows of strange things and solving mysteries.

“Because this is what Tales from the Loop encourages you to do- alternate between sci-fi and the kids’ ordinary lives.”