Theatre of the Mind Flayer

Overview

A completely improvised TTRPG Actual Play with actors and improvisors! Focused on storytelling, irreverent humor and having a blast with friends. Listen as a group of actors and improvisers navigate campaigns, one shots and different TTRPG systems of utter shenanigans!

Links

youtube.com https://www.youtube.com/@theatreofthemindflayer - Youtube channel spotify.com https://open.spotify.com/show/7ip3oaTS3VhcClMuavg7tu - Spotify feed podcasts.apple.com https://podcasts.apple.com/us/podcast/theatre-of-the-mind-flayer/id1621881427 - Apple Podcasts feed patreon.com https://www.patreon.com/TheatreoftheMindFlayer - Patreon page

Videos

Reviews

Sorted by:

No reviews yet.

Login to leave a review.

Other entries

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.

Read more

Tabletop Time Roleplay
Actual Play & Podcasts

Tabletop Time Roleplay

TTRPG
English
Actual Play
Tabletop Time is a YouTube channel, podcast, and livestreaming phenomenon devoted to collaborative storytelling through tabletop roleplaying games, as well as miniatures and other somewhat "nerdy" hobbies. It was created by Jazza and his brother Shad to utilize the TTRPG system they invented, Cogent Roleplay. The initial run lasted two years, but due to Jazza's increasingly busy schedule, a four year hiatus was necessary. Now it's back with a vengeance and a new cast. Links youtube.com - Youtube channel spotify.com - Spotify feed podcasts.apple.com - Apple Podcasts feed twitch.tv - Twitch channel patreon.com - Patreon page itstabletoptime.fandom.com - Tabletop Time wiki

Read more

Index Card RPG
Tabletop Roleplaying Games

Index Card RPG

TTRPG
English
Rules-light
Index Card RPG (ICRPG) is a universal, fast-paced tabletop role-playing game designed by Brandish Gilhelm (Hankrin Kapuf) and published by Runehammer Games. Originally released in 2017, with its definitive "Master Edition" published in 2021, the system is designed to strip away the mechanical bloat and analysis paralysis often found in traditional d20-based systems. It serves as both a standalone game and a philosophical design toolkit meant to be hacked, modified, and integrated into other role-playing systems. Description ICRPG is highly customizable and natively includes multiple distinct settings within its core rulebook, ranging from traditional high fantasy (Alfheim) and gritty sci-fi (Warp Shell) to weird west prehistoric survival (Ghost Mountain). The system treats game mastering as a visible, high-momentum performance. Rather than hiding information behind GM screens, ICRPG brings structural elements, like turn timers, room difficulties, and tracking metrics directly into the open. The game derives its name from the use of standard index cards to abstractly map encounters, represent terrain, track turn order, and quickly visualize items or monsters, eliminating the need for complex grid maps or expensive miniatures. System Overview & Key Features The Room Target Instead of assigning different Difficulty Classes (DCs) or Armor Classes (ACs) to every individual object, monster, and trap in an area, the Game Master sets a single "Room Target" number for the entire scene (typically ranging from 10 to 15). Every single d20 roll made by a player in that room, whether it is an attack roll, a saving throw, a stealth check, or an arcane spellcast: must meet or exceed that exact same Target number to succeed. The GM can temporarily adjust this target up or down by 3 points for specific tasks that are explicitly "Easy" or "Hard." Loot-Based Progression Characters do not possess traditional levels, nor do they gain intrinsic stat increases or health boosts when accumulating experience points. Instead, character progression is entirely physical and external, driven by "Loot." Every class feature, stat modification, magical spell, and unique ability is physically tied to an item equipped on the character sheet. If a character's gear is destroyed, stolen, or voluntarily traded to an ally, their mechanical capabilities shift completely, forcing players to focus on acquiring and managing an inventory limited to 10 carried and 10 equipped items. Visible Turn Timers To prevent tactical stalling and maintain pacing, the system relies heavily on explicit, visible timers. At the start of an encounter, the Game Master openly rolls a four-sided die (1d4) in front of the players. This represents the number of rounds remaining until a cataclysmic or complicating event occurs, such as a cave-in, the arrival of enemy reinforcements, or a bomb detonating. This mechanic converts passive exploration into an immediate, high-stakes tactical countdown. Abstract Range Zones Tactical movement completely abandons feet, meters, and grid counting in favor of four abstract distance zones: Close (touching or within arm's reach), Near (a few steps away, reachable within a single move action), Far (within sight and shootable, requiring a full dash to reach), and All the Way (distant or requiring specialized long-range capabilities). Positioning is easily tracked using index cards as relative zone containers. Links runehammer.online - Official homepage for Runehammer Games

Read more

Looking for a group?

Find a tabletop group to join or players to invite. Groupfinder is a free looking-for-group platform. By players, for players.