Tales from the Loop: Thunder on the Ohio

Tales from the Loop: Thunder on the Ohio

A strange thunder rolls across town as the Loop awakens, and only the kids notice something impossible is bleeding through reality.

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Beginner

AGE

18+
3 NEEDED TO START
$15.00

/ Session

Details

Bi-weekly / Tuesday - 2:00 PM UTC

Session Duration / 3–4 hours

Campaign Length / 8–24 Sessions

0 / 5 Seats Filled

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This game will begin once 3 players have joined
About the adventure

It’s been raining for weeks. The Ohio River is swollen and restless, pressing against its banks as if trying to remember something it’s forgotten. Thunderstorms roll through almost every week—low, heavy thunder that doesn’t quite sound like thunder at all. Sometimes it rattles windows. Sometimes it hums through power lines. Sometimes it feels like it’s coming from underground. The adults say it’s just the weather. Or the new particle accelerator. Or progress. They’re wrong. Welcome to Evansville, 1984 Evansville is a town on the rise. Since the completion of The Loop—a massive particle accelerator built in partnership with DARPA and the local power company, SIGECO—jobs have poured in from across the country. New neighborhoods have sprung up. Neon lights glow along Main Street and Green River Road. Japanese architectural influence, brought by international partnerships with the sister city of Tochigi, Japan, has reshaped the skyline. A pagoda on the riverfront welcomes visitors. Windmills creak endlessly south of Dogtown. Three enormous cooling towers—the Three Freedoms—loom over the city like silent guardians. It’s a good place to grow up. Which is why it’s so terrifying that something is wrong. The Loop and the Thunder Officially, The Loop exists to advance science and provide clean, alternative power to the region. A Defense Research Facility known as DART operates nearby, staffed by some of the best minds in the country. Magnatrine technology—powerful, experimental, and poorly understood—has begun to appear everywhere, from factories to toys. Unofficially? The Loop was never meant to stand alone. Evansville’s accelerator was built alongside an identical one in Tochigi, Japan. The two facilities shared research, personnel, and breakthroughs. Over time, that connection deepened—until it stopped being metaphorical. Now, when the Thunder rolls, strange things happen: People appear who should be dead; Machines behave like frightened animals; Water flows where it shouldn’t; Memories don’t line up; Time feels… thin. The adults hear thunder and think noise. The kids hear thunder and feel something watching. You Play the Kids In Tales from the Loop: Thunder on the Ohio, you play kids between the ages of 10–15 growing up in Evansville during the mid-1980s. You don’t have weapons. You don’t have authority. You don’t have the full truth. What you do have: Bikes, skateboards, flashlights, and walkie-talkies, friends who believe you, and the ability to see what adults refuse to see. This is a game about friendship, fear, curiosity, and growing up in a world where impossible things are becoming quietly, terrifyingly normal. Adults are not villains — but they are busy, compromised, afraid, or convinced they understand more than they actually do. When things go wrong, they explain it away. When danger appears, they lock doors and issue warnings. Only the kids can solve these mysteries — because only kids are willing to believe the answers.

Game style

Puzzle / Mystery Focused

Roleplay Heavy

Rule of Cool (RoC)

Theater of the Mind

Meet the Game Master
Streamer
Podcaster
Artist
Teacher/Educator
Voice Actor

3 years on StartPlaying

51 games hosted

Highly rated for: Storytelling, Creativity, Voices

Average response time: 16 hours

Response rate: 100%

About me

Chris Tyner is a GM that has been running tabletop games for more than 35 years and is one of the most sought after storytellers in his hometown. As a long time actor and director, he is known for putting a theatrical flair into his games that offer an immersive storytelling style that keeps his players coming back for more. A huge comic book geek and movie buff, he has always been drawn to the superhero and horror genres, and has been running games like Marvel Superheroes FASERIP, Vampire the Masquerade, Tales from the Loop, GURPS and a host of others over the years for groups around the tri-state area in Southern Indiana. During the COVID outbreak, friends from across the country came to him to scratch the RPG itch, and thus, Dreamslayer Studios was born - an online community of old theatre pals and avid gamers who meet weekly to join together for communal storytelling. Chris looks forward to being able to spin tales with you!

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Character creation

Creating your character

This campaign uses pre-generated Kid characters based on the classic archetypes from Tales from the Loop. You won’t need to build a character from scratch—just choose the Kid that speaks to you and jump right into play. Each archetype comes with strengths, flaws, relationships, and personal problems that naturally drive the story forward. You’ll customize your Kid through personality, relationships, and choices during play, letting them grow and change over the course of the campaign. Kid Archetypes: Bookworm Smart, curious, and always reading. Bookworms rely on knowledge, research, and logic to solve problems, but often struggle with social situations and physical danger. Computer Geek A natural with computers, electronics, and emerging technology. Computer Geeks understand machines better than people and often see patterns others miss. Hick Raised around farms, woods, and back roads. Hicks are tough, practical, and deeply familiar with the land, animals, and rural spaces surrounding Evansville. Jock Confident, athletic, and competitive. Jocks excel at physical challenges and leadership but can underestimate emotional or intellectual problems. Popular Kid Charismatic and socially connected. Popular Kids know everyone, hear all the rumors, and can influence others—but maintaining that image comes at a cost. Rocker Rebellious and creative, with music as an outlet. Rockers push boundaries, question authority, and express what others are afraid to say. Troublemaker Bold, impulsive, and fearless. Troublemakers dive headfirst into danger and chaos, often acting before thinking—but they get things done. Weirdo Strange, insightful, and hard to categorize. Weirdos see the world differently and often sense things others can’t, making them uniquely attuned to the strange.

What to expect

Preparing for the session

Players should have a camera and microphone and access to Zoom. Links to Foundry and Zoom will be provided. You do not need to own or download Foundry to play.

What Dreamslayer brings to the table

I have been a GM for more than 30 years and am a theatrical director and actor. I have written countless horror themed campaigns and specialize in setting moods and creating compelling NPC characters, often with accents and character voices. While my adventures are structured, I also rely on heavy interaction in roleplaying with my players, and include a high level of improvisation in my games. This campaign will rely heavily on role-playing mixed with tense action/horror sequences. I am not a rules monger and lean heavily into the rule of cool as long as we stick to the rolling of the dice.

Equipment needed to play

Internet

Computer

Microphone

Webcam

Safety

How Dreamslayer creates a safe table

Please let me know of any trigger warnings in advance, and please refer to the content warnings before joining the campaign.

Content warnings

Safety tools used

Frequently asked questions