TEENAGE MUTANT NINJA TURTLES & OTHER STRANGENESS: What Survived

TEENAGE MUTANT NINJA TURTLES & OTHER STRANGENESS: What Survived

You were created in a laboratory. Tonight, your cells are open. Escape into the night—and discover why someone wanted mutants like you.

TYPE

Campaign

SYSTEM

Teenage Mutant Ninja Turtles & Other Strangeness
Palladium

LEVELS

1–15

LANGUAGE

English

EXPERIENCE

Open to all

AGE

All Ages
3 SEATS LEFT
$20.00

/ Session

Details

Bi-weekly / Saturday - 1:00 PM UTC

Oct 24 / Session 1

Session Duration / 3–4 hours

2 / 5 Seats Filled

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Schedule

Sat, Oct 24 | 1:00 PM – Session 1

This game will begin once 3 players have joined

Meet your party members

2/5

About the adventure

Teenage Mutant Ninja Turtles & Other Strangeness: What Survived You wake up in a laboratory. Maybe you remember the life you had before this place. Maybe you've spent so long behind reinforced glass that the person—or animal—you used to be feels like somebody else's memory. But you know one thing. Someone did this to you. Tonight, alarms are screaming. Emergency lights flash through the corridors. Security personnel are running toward something worse than you. And your cell door just opened. Run. This campaign begins with you and your fellow players creating a group of mutants together. Who were you before? What were you turned into? What relationships formed between you in captivity? Then Session One begins on the night you escape. Outside is Baltimore in the late 1980s/early 1990s—a world before smartphones, social media and searchable databases. Information lives in filing cabinets, newspaper archives, VHS tapes and the memories of people who may not want to talk. Someone created you. Someone wants you back. And discovering why will lead into a conspiracy involving corporate laboratories, organized crime, classified government programs and experiments that began long before you ever entered that laboratory. Because twelve years ago, something happened in New York City. There was a war nobody knew was being fought. Most of the people who fought it are dead. The truth was buried with them. But not all of them stayed buried. Teenage Mutant Ninja Turtles & Other Strangeness was the first roleplaying game I ever played. In 1987, a friend handed me a mutant rhino and introduced me to this wonderfully bizarre hobby. I got him killed about twenty minutes later. A year later I was running AD&D, and I've been behind one side of the GM screen or the other ever since. Now, nearly four decades later, I'm coming back to where it started. This won't be a Saturday-morning cartoon. We're going back toward the stranger, grittier world that first captured my imagination: mutants hiding from humanity, shadowy corporations, government secrets, criminal organizations, bizarre science, martial arts, dark alleys—and enough absurdity and humor to remind us that we're still playing TMNT. You don't need to know the lore. You don't need to know the Palladium system. You don't even need to know who Baxter Stockman is. You only need to know what your character knows: You were created in a laboratory. Tonight, your cells are open. Thirty-nine years ago, somebody handed me my first mutant. Let's see if I can keep yours alive longer than twenty minutes.

Game style

Roleplay Heavy

Meet the Game Master

5.0

(5)

Less than a year on StartPlaying

1 game hosted

Highly rated for: Beginner Friendly, Storytelling, Creativity

Average response time: 2 hours

Response rate: 100%

About me

I've been rolling dice, building worlds, and discovering just how badly plans can go wrong since 1987. My first RPG was Teenage Mutant Ninja Turtles & Other Strangeness. The friend who introduced me handed me a mutant rhino to play. I got him killed about twenty minutes later. Somehow, that didn't discourage either of us. About a year later, that same friend handed his Advanced Dungeons & Dragons 2nd Edition campaign over to me to run. I was 12 years old, sitting behind the screen and running a game for adults—and I've been playing and GMing ever since. More than three decades later, I still believe the best thing about this hobby is that there should be a place at the table for anyone who wants to be there. My table welcomes you. LGBTQ+ players are welcome. Neurodivergent players are welcome. First-time roleplayers are welcome. Lifelong gamers are welcome. You can arrive knowing the rulebook better than I do, or you can arrive having never picked up a set of funny-shaped dice before. I'll meet you where you are. You don't have to perform, know all the rules, do a voice, or be the loudest person at the table. You just need to be willing to share the table with everyone else. As a GM, I build living worlds where player choices matter. NPCs remember what you do. Factions pursue their own goals. Decisions have consequences. A person you helped six sessions ago may remember it when you desperately need a friend—and someone you crossed may remember that, too. I prepare deeply, but I don't prepare your decisions. I want to know the people, places, conflicts, and forces moving through the world well enough that when you do something I never expected, I don't need to force you back toward the story. We find out what happens instead. I love character-driven campaigns, difficult choices, mysteries, exploration, memorable NPCs, slow-burning storylines, and those wonderful moments when something seemingly insignificant from months ago suddenly matters. Combat can be dangerous and exciting, but some of the best sessions I've ever run have happened because the players found someone interesting and decided to talk. Your character's background isn't just decoration, either. Give me people they care about, things they regret, ambitions they haven't achieved, enemies they've made, or questions they haven't answered, and don't be surprised when some of those things become part of the world around them. But underneath everything I do as a GM is one principle: The game is bigger than any one person at the table—including me. The experience we're creating together is what matters. Every ruling I make, every storyline I introduce, every NPC I create, and every hour of preparation I put in is ultimately in service to that shared experience. The GM isn't above the game because they sit behind the screen. The most experienced player isn't above it because they've been playing for decades. The loudest personality isn't more important than the quietest. No character, storyline, clever idea, or individual moment matters more than the experience we're building together. The game belongs to all of us, and everyone at the table has a responsibility to make it better for everyone else. That's the social contract I bring to the table, and it's the standard I hold myself to first. I may create the world and set it in motion, but once we sit down together, what happens belongs to everyone. My job isn't to tell you my story while you roll dice inside it. My job is to give you a world worth entering, people and problems worth caring about, and the freedom to decide what your character does about them. I've been doing this since a mutant rhino met an unfortunate end in 1987. I'd like to think I've gotten a little better at it since then.

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Character creation

Creating your character

Like all of my games, this campaign will start with a dedicated Session Zero for character creation, using standard rules for the Redux Edition of the Teenage Mutant Ninja Turtles & Other Strangeness Palladium system.

What to expect

Preparing for the session

Players will need to join the Discord server where the game will be played.

What Bryon brings to the table

Player agency will determine the pace and direction of the campaign. Combat frequency and intensity will vary Rules will be mostly as written, but if we find something that we need to change, we will. I tend to deeply develop my NPCs, and the worlds I build are designed to be responsive to player actions.

Homebrew rules

None at character creation.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Bryon creates a safe table

As in all my games, any concerns of comfort and safety with the game content will be discussed as part of Session Zero, and Monte Cook's RPG Consent Checklist will be used. My games carry an open door policy, we will debrief and do aftercare at the end of each session, and breaks will be available at all times if anyone needs one.

Content warnings

Animal abuse
Character Death
Confronting Abuser
Kidnapping
Language/Cursing
Small Spaces (Claustrophobia)
Violence

Safety tools used

Frequently asked questions