AlberonRPG

Overview

Welcome to AlberonRPG, where tabletop RPGs come alive around a real table in Boston, MA. We play live and in person, telling long-form stories built on friendship, character, and unforgettable roleplay. If you love immersive actual play and rich campaign settings, pull up a chair and join the story.

Shows

Skullrunners

Criminals in the cyberpunk megacity of Seethe work together to rise to power amongst the corporations and underworld factions who call it home. Using the
Starfinder 2E
Starfinder 2EStarfinder Second Edition is Paizo's sci-fi/science-fantasy tabletop RPG, a full rebuild of the orig...ComplexSci-fi
system, every Thursday at 6:30PM EST

A Tale of Twelve Gems

A group of adventurers work together to save the world from the potential return of Baba Yaga, and the infernal machinations of Levistus! Using the
D&D 5E https://groupfinder.eu/library/dungeons-dragons-5e-2014
system, every Friday at 7pm EST

Links

alberonrpg.com https://alberonrpg.com/ - Official website youtube.com https://www.youtube.com/@alberonrpg - Youtube channel twitch.tv https://www.twitch.tv/alberonrpg - Twitch channel patreon.com https://www.patreon.com/AlberonRPG - Patreon page

Videos

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Other entries

Never Stop Blowing Up
Tabletop Roleplaying Games

Never Stop Blowing Up

English
Rules-light
Free
Never Stop blowing up is a Kids on Bikes inspired tabletop roleplaying game created by Dimension 20, published by Dropout and is free to obtain. Description Players take up the role of mundane people in an action movie world full of 80s and 90s tropes Additional links store.dropout.tv - Get the game for free

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Haunted Holyoke
Actual Play & Podcasts

Haunted Holyoke

English
Actual Play
Kids on Bikes
Haunted Holyoke is an actual play storytelling podcast created by teens from across Western Massachusetts through Valley Playwright Mentoring, an after-school program based at Holyoke Media. Each season follows a group of young people playing Kids on Bikes, a tabletop roleplaying game about ordinary kids confronting the strange, the supernatural, and the unseen forces shaping their town. Together, they build a shared story set in Holyoke, Massachusetts, where forgotten places hold memories, the past doesn’t stay buried, and every mystery comes with a cost. This project is part of Valley Playwright Mentoring, a program of Piti Theatre Company, and is made possible with support from MassHumanities, the Massachusetts Cultural Council, The Community Foundation of Western Mass, The Scarlet Socks Foundation, and other public and private funders. Blending improvisation, character-driven storytelling, and collaborative worldbuilding, Haunted Holyoke explores themes of memory, belonging, and what it means to face the unknown together. Links spotify.com - Spotify feed podcasts.apple.com - Apple Podcasts Feed

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13th Age Second Edition (2025)
Tabletop Roleplaying Games

13th Age Second Edition (2025)

High-Fantasy
English
Rules-medium
13th Age is a heroic fantasy tabletop roleplaying game built on the d20 rules tradition, published by Pelgrane Press. The first edition was released in August 2013 and designed by Rob Heinsoo, lead designer of Dungeons & Dragons 4th Edition, and Jonathan Tweet, lead designer of Dungeons & Dragons 3rd Edition. It won the 2014 Silver ENnie Award for Best Rules. The Second Edition, funded on Kickstarter in May 2024 and released in 2025, splits the core rules into a Heroes' Handbook and a Gamemaster's Guide, reworks the nine core classes, monsters and magic items, and is designed to stay fully compatible with first edition books. The system is heavily inspired by Dungeons & Dragons 3.5, with several ideas borrowed from 4th Edition. Description Players take on heroes tied to the Icons, thirteen archetypal figures of power in a default setting that is meant to be reshaped at the table. The Game Master (GM) runs a story in which the characters' backgrounds and personal ties to the Icons drive the plot as much as the monsters do. Play favors big fights and big gestures over careful dungeon bookkeeping. The game asks a table to be loose with the setting. Players write their own history and invent a trait that has no rules attached, and the GM is expected to fold those into the story. It suits groups who like crunchy d20 combat but would rather invent than look things up.

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