The Stars Aren't Alright

Overview

The Stars Aren't Alright is a comedy/horror podcast, blending the Lovecraftian mythos with a far future, sci fi setting. The Keeper, Brian, uses the
Call of Cthulhu https://groupfinder.eu/library/call-of-cthulhu-2014
TTRPG system to lead Alex, Catherine, Tom, and Leah through a series of mysterious events, unfolding into eldritch horror that stretches the character's sanity - and, in the end, learning that the true reality bending beings from outside time and space were the friends we made along the way.  (This podcast contains scenes of violence, adult language, and - if we did our jobs right - disturbing subject matter. Listener discretion is strongly advised.) Links youtube.com https://www.youtube.com/channel/UCoQdxlh1T3tMZq8j65ex0Aw  - Youtube channel spotify.com https://open.spotify.com/show/4DhdQgCVEjtBCu7wH4UglS  - Spotify feed patreon.com https://www.patreon.com/thestarsarentalright  - Patreon page discord.gg https://discord.gg/n5epqqYTAn - Discord server

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Gamma World
Tabletop Roleplaying Games

Gamma World

Wizards of the Coast
Sci-fi
Rules-medium
Gamma World is a post-apocalyptic science fantasy roleplaying game created by James M. Ward and Gary Jaquet, first published by TSR in 1978. Over more than four decades the game has been rebuilt from the ground up seven times by nearly as many publishers, and the most recent overhaul came in 2010, when Wizards of the Coast released a stripped-down, card-driven edition built on a pared-back version of the Dungeons & Dragons 4th Edition engine.  Where D&D sends heroes out to save a kingdom, Gamma World drops mutant scavengers into the wreckage of a shattered Earth to fight over technology nobody left alive still understands. Description Gamma World is gonzo by design. A character isn't built so much as collided into existence: two randomly rolled Origins get mashed together into one being, however little sense the combination makes ("I'm a Radioactive Yeti," to use the game's own example). From there, characters spend the session drawing from decks of mutation and salvage cards that shift constantly - the powers a character has at the start of a fight are rarely the ones they'll have by the end of it.  Combat is lethal and character turnover is high, so the game leans into its own chaos rather than fighting it: sessions play fast, tonally silly, and are built to be picked up and put down in a single evening rather than carried across a long campaign.

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Dungeons & Dragons 3rd Edition
Tabletop Roleplaying Games

Dungeons & Dragons 3rd Edition

High-Fantasy
English
Wizards of the Coast
Dungeons & Dragons 3rd Edition (D&D 3E) is a fantasy tabletop roleplaying game of dungeon delving and heroic adventure, published by Wizards of the Coast in 2000. It was the first edition the company released entirely itself, and the Player's Handbook went on sale on August 10, 2000, with its debut at Gen Con that month. Monte Cook, Jonathan Tweet and Skip Williams all contributed to the Player's Handbook, Dungeon Master's Guide and Monster Manual, and each then wrote one of the three books, with Tweet credited with the design of the Player's Handbook. The designers set out to simplify and declutter the whole system. "Advanced" was dropped from the title because the Basic game had been discontinued and the simpler name was more marketable, but it was still called the third edition. The system directly replaced Advanced Dungeons & Dragons Second Edition (1989). It was revised in 2003 as Dungeons & Dragons v.3.5, a deliberately small update. Description Players take on adventurers built from a race and a class, and the Dungeon Master (DM) runs dungeons, monsters and campaigns. The edition removed many of the old limits: restrictions on class and race combinations, and on level advancement for non-human characters, are gone. Combat expanded to include a grid system that supports tactical play and miniatures. The game asks a table to be comfortable with character building. Skills and feats give players more ways to customize a character than the older edition did, and the options keep growing with each rulebook. Reviewers at the time praised its art and tightly packed rules, and one called it the best combat-oriented roleplaying game available.

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Teens in Space
Tabletop Roleplaying Games

Teens in Space

Beginner-friendly
English
Rules-light
Teens in Space is a science-fiction tabletop roleplaying game about a crew of teenagers running their own starship, designed by Jonathan Gilmour and Doug Levandowski. It was originally published by Hunters Entertainment in partnership with Renegade Game Studios in 2019, with Renegade now publishing the line directly. It's a direct reskin of the pair's own Kids on Bikes system, swapping that game's small-town 1980s mystery setting for space exploration while keeping the underlying rules essentially intact. The system directly evolved from Kids on Bikes, the same designers' small-town mystery RPG, reworked here around a crewed starship rather than a bicycle-riding gang of friends. Description Players build teenage crew members from a Trope - Captain, Exiled Royalty, and similar archetypes that set a character's core stats and pose a defining question - paired with a chosen alien species from a long list of options, then take that crew out into a galaxy of malfunctioning ships, first contact, and profit-seeking missions gone sideways.  The Game Master (GM) runs a lightweight system explicitly built to get out of the way: there's no hit-point math to track and no meaningfully different treatment of one piece of gear over another, keeping the focus on the crew's choices and relationships rather than equipment lists or combat math. It's built for a fast, collaborative table - light enough for a first-time player, including kids as young as eight, to pick up and run with immediately.

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