Tag Archives: Stranger Things

How to Play D&D, The Game in Stranger Things

Stranger Things is a great show, with tight storytelling, stunning visual effects, and a cast of characters we’re totally invested in. It also features Dungeons & Dragons (D&D), a game we love and where the Duffer brothers got the Mindflayer, Demogorgon, and Vecna from. I’m here to help you get into this amazing hobby and teach you how to play D&D.

Remember the scene? Warning, here be swears.

What You Need to Play Dungeons & Dragons

The first thing you’ll need is a copy of the rules. You can get a free, basic version of the rules on Wizards of the Coast’s website. A better option for new players is the D&D Starter Set, which includes dice. There’s also a Stranger Things-themed D&D starter for die-hard Stranger Things fans. If you’ve played roleplaying games before, or you’re serious about diving in, then get the Dungeons & Dragons Player’s Handbook instead. This is the most important book of the three core books — which include the Dungeon Master’s Guide and the Monster Manual — but you do a lot with just the one.

Next, you’ll need a set of RPG dice. These include all those funny-shaped dice, like a D4 (four-sided die), D6 (the regular six-sided die), D8, D10, D12, and D20. Good sets include a percentile D10, which is marked 00, 10, 20, and so on, up to 90. The twenty-sided D20 is the most important die in Dungeons & Dragons, which is why these types of games are usually referred to as D20 games.

RPG Dice - How to Play D&D
From left to right: Percentile D10 (front left), D8 (at the back), D4, D6, regular D10, D20, and D12.

One set of dice is enough to play, but multiple sets make it easier to keep things going. You can also find free and premium dice apps online.

Lastly, you’ll need paper and pencils for notes, printed character sheets, and a place to play, like a dining room table.

Stranger Things Play Dungeons & Dragons

All the Stuff, Plus the Kitchen Sink

Like any hobby, there are a lot of bits and pieces, tools, and fancy gear you can drop money on to enhance your D&D experience. Fortunately, none of it is necessary, and often what you find useful will depend on your preferences. I enjoy miniatures, but I use them in different ways in different games, and sometimes I find things more interesting without them.

As you get into the game, you’ll probably start to accumulate more stuff anyway, so keep things simple for now.

Read to Succeed

There’s a lot of reading involved in roleplaying games, but don’t let that intimidate you. Looking at the Player’s Handbook, you only need to read the Introduction, Chapter 7 (Using Ability Scores), Chapter 8 (Adventuring), and Chapter 9 (Combat) to have a good idea of how to play D&D. Building a character will take you through the earlier chapters, and Chapter 10 (Spellcasting) will only apply to some characters.

There are also plenty of videos online that will teach you how to play D&D or any other popular roleplaying games. Another great way to learn is to find other people who are already playing and join their games. D&D is very easy to pick up and other players are usually very happy to explain the rules.

How to Play D&D - The Game in Stranger Things

Play it Solo

If you’ve got the rules down, try playing the game with one or two friends. It doesn’t matter if you don’t get it right the first time (or even the second or third time). D&D is complex enough that it takes time to get the hang of. Just have fun.

If you can’t find anyone to play your first few games with, you can find plenty of adventures for one player alone, where the book takes on the role of the Dungeon Master (DM). We published Death Queen and the Life Stone, Forest of Secrets, and Companionable Darkness, three adventures that use the D&D system. They’re a great way to try out a character and get dice rolling.

Where to Next?

D&D is the big dog, but there are a ton of other roleplaying games out there. D&D is sword and sorcery, but there are games based on anime, wild west action, sci-fi, Lovecraftian horror, and even suicidal gnomes; there really is something for everyone. I recommend Pathfinder Second Edition as a strong alternative to D&D, especially if you’re looking for a richer game with more options. The Pathfinder Second Edition Core Rulebook includes far more than the Player’s Handbook does, is full of great art, and the Pathfinder community is great.


Stranger Things Season 3 – Episode 5

Time circuit’s on. Flux capacitor, fluxing. It’s back to 1985 and our Stranger Things Season 3 campaign!

Stranger Things Season 3 – Episode 5: Time Warp was our fifth session playing vs. Stranger Stuff, a game published by our friends at Fat Goblin Games. In this episode, played out over two sessions, we branched out and used a new system I’m working on for the Nightscape Series.

Episodes: Episode 1Episode 2Episode 3Episode 4Episode 5 – Episode 6 – Episode 7 – Episode 8

Stranger Things Season 3 Episode 5
Stranger Things Season 3 – Episode 5

Disclaimer: Because Stranger Things Season 3 isn’t out at the time of writing, you don’t need to worry about spoilers, but I’m going to assume you’ve watched Season 1 and 2 already.

Our Stranger Things Season 3 – Episode 5 session was the first session to end on a high note, with characters in a better place than they’d been at the start of the episode. They had to wade through hell to get there though. Here’s a summary of episode 5, with tips for running your own Stranger Things campaign at the end of the post.

Stranger Things Season 3 – Episode 5 – Time Warp

Scene 1

Player Characters: Michelle, Alpha, and Jennifer.

Three operatives working for Hawkins Lab were brought into a briefing room, where they were appraised of the situation in downtown Hawkins, as witnessed by Doctor Owens in Episode 4. Their mission: enter the Upside Down, rescue the kids and Hopper (who were pulled through a rift), and bring them back – alive.

The team included Michelle, an ex-MI6 agent and pharmacist, “Alpha,” a  psionic with field training, and Jennifer, a Vietnam vet and demolitions expert.

GM Note: For this section we used the Nightscape system, which works well for Spec-Ops games and includes a sanity track.

The team went through a portal into the Upside Down, then found themselves in a dark wood. Hawkins, they figured, was a mile out from where they were. Soon they spotted the small brain-like intellect devourers, which surround them, following from a distance. Alpha was able to detect more of them hidden in the gloom and encircling the team.

Eventually, the team got into town, but it was nothing like the Hawkins they knew. An older version of the town greeted them, the streets lined with cars from the 1960s. They went to investigate one of the cars, then the intellect devourers attacked. Using their silenced assault weapons, the team make quick work of the walking brains, but the fight brought a tidal wave of the creatures, which surged over buildings to get to them. The team ran for it, heading straight for Hawkin’s Town Hall.

Appearing out of the gloom ahead was a rift, the mirror of the portal opened in Hawkins the night before. Standing in front of the rift was Eleven, with her hand stretched out. She didn’t seem quite normal, as if possessed.
“Go away!” She shouted.
Alpha engaged his sensory deprivation mask and locked onto Eleven’s mind. As he did so he sensed the Mind Flayer standing over the town, its thoughts controlling Eleven. Alpha attacked the link, giving Michelle a chance to dart Eleven with a sedative. The Mind Flayer buckled for a moment, and Jenn grabbed the girl, hefting her over her shoulders.

Behind the rift and the truck with the device powering the rift (see last episode, Ed), were a bunch of humanoid figures. Alpha reached out to them with his mind, but sensed only alien thoughts. They were waking up, but they were not who they appeared to be. Sensing the trap, they dashed through the rift. Jenn set of some grenades on her way out that ripped apart the truck and shut the rift. One problem, solved!

Glasses reflecting Stranger Things Logo
Photo credits: Puneeth Shetty

Scene 2

Player Characters: Lucas, Steve, and Billy.

We joined the three in a library, where they were hiding out, having just fled from the intellect devourers. Lucas peered through a cracked, grimy window, and saw the intellect devourers drawn off by something, so the boys made a break for it, heading to Hawkins Lab. They made it there without incident, but found that the lab didn’t exist in the Upside Down – not yet, anyway. Lucas figured the tunnels must still be there, so they searched for them and eventually found them. They were able to find their way back to the nexus of tunnels where the old rift had been, and reopened it by hacking through the tunnel walls.

GM Note: Lucas, Steve, and Billy are out of danger, but I’m sure that opening the rift is going to cost them later. Mwahaha!

GMing Stranger Things

This was a fun two sessions, although our actual play time was limited and each session was several months apart.

Changing things up with a new rules system added to the fun of the game, but also slowed things down a little while we got into the new characters. Dropping “trained professionals” into the mix was fun, and I’m sure the players sensed they were playing red-shirts that wouldn’t have much screen time. Their new characters might have survived their first dip into the Upside Down, but anything could happen the next time around.

I’ve planned for three more sessions, so at this point I’m wrapping up some of the plot threads and focusing in on the important ones.

We Got A Golden Dragon!

Golden Dragon Award
Yay us! We’d like to thank our moms, the good people of Hawkins, Mr. Demogorgon…

Codex Anathema wrapped up the March RPG Blog Carnival with an award ceremony. We’re super stoked to have taken the coveted Golden Dragon for “Best Behind-the-Screen Adaptation.” We couldn’t have done it without my amazing players, our friends at Fat Goblin Games, and every one of you who’ve been following this series. Thanks for your support.

Till Next Time

Our next session is a week away, as we’re trying to finish off before the launch of the Pathfinder 2 Playtest. Check back next week for more from Stranger Things Season 3. Till then, why not visit our shop and check out some of our exciting publications. Everything we earn from sales keeps the blog alive and helps us produce more great gaming content.

Rodney Sloan
Rising Phoenix Games

Subscribe to our newsletter for monthly updates and visit us on our blog, our Facebook page and on Twitter.

Stranger Things Season 3 – Episode 4

Stranger Things Season 3 – Episode 4: Hawkins’ Horde was our fourth session playing vs. Stranger Stuff, a game published by our friends at Fat Goblin Games.

Episodes: Episode 1Episode 2Episode 3Episode 4Episode 5 – Episode 6 – Episode 7 – Episode 8

Stranger Things Season 3 - Episode 4: Hawkins' Horde
Stranger Things Season 3 – Episode 4: Hawkins’ Horde

Disclaimer: Because Stranger Things Season 3 isn’t out at the time of writing, you don’t need to worry about spoilers, but I’m going to assume you’ve watched Season 1 and 2 already.

Our Stranger Things Season 3 – Episode 4 session saw the boys bringing the fight to the mindless hordes of Hawkins. Here’s a summary of episode 4, with tips for running your own Stranger Things campaign at the end of the post.

rpg blog carnival logo Stranger Things Season 3 – Episode 4 is brought to you by the RPG Blog Carnival. This month is hosted by Codex Anathema, and the topic is Gamemaster’s Cut, in which we look to the movies (and Netflix) for inspiration.

Stranger Things Season 3 – Episode 4 – Hawkins’ Horde

Scene 1

Player Characters: Lucas, Mike, and Dustin. Will was played by the GM.

Things kicked off from where we’d left off, with the boys watching as Eleven supercharged a truck with lightning.

Making quick plans, the boys cycled across town to the general store. Enroute, they encountered the four-legged brain creatures — which are roughly the size of footballs — for the first time. They managed to dodge them and recall some important Dungeons & Dragons law — they were dealing with intellect devourers, the spawn of mind flayers that have the ability to turn people into mindless thralls. Yup, everything’s starting to make sense now: mindless people in the streets, brain creatures trying to capture Nancy, people acting weird.  Now they just needed to find a way to rescue Eleven and the rest of Hawkins.

At the general store, they managed to find the makings of smoke bombs, some rubber gloves, lighter fluid, and even a katana (in the manager’s office). Anyone remember the Anarchist’s Cookbook? I’m pretty sure the boys have a copy.

With Dustin on lookout, the rest of the boys made a dash for the town hall, where things were going totally bizarre. Eleven was still pulling down lightning bolts, and the truck, which was outfitted with some custom-built tech, was bathed in a blue field of energy. Suddenly the truck disappeared, leaving in its place a red portal into the Upside Down, rotating above the fountain in the town square.

Will, Lucus, and Mike had a hard time with the thralls in the streets but managed to put one or two down with a katana blow to the stomach and some Wrist Rocket shots. It turned out that whacking a thrall hard enough would free them of the intellect devourer’s hold. Good thing they only had 2 Toughness each.

Thrall
Brains 1
Muscles 2
Toughness 2
Enthralled: A thrall that takes 2 damage is freed from the intellect devourer’s enthrallment.

The boys managed to get across town, fighting as they went. Mike made a Brains check to reverse a car into the fountain, jumping out just before it crashed. In moments the car was sucked through the portal, as it continued to grow.

Mike, Will, and Lucas were now surrounded by thralls and having a hard time of it.

Cut to Scene 2!

GM’s Notes: It was a long scene, but it was great giving the boys a chance to shine. I love Hopper and many of the older characters, but really it should all be about the boys (including Max an El). Scene 1 took up most of our session, but it was great pitting the boys against a town filled with zombies and watching the players figure out how to win through.

Scene 2

Player Characters: Hopper, Steve, and Billy.

Hopper and Steve showed up as the battle raged on. Behind them, blasting Rock you Like a Hurricane, was Billy. The three quickly grabbed the boys, pulling them into their cars, as El swung the portal at them. Everyone dodged, succeeding on a massive Muscles 11 check.

Then El swung again, pulling the portal across all the cars. Every one of them was sucked into the Upside Down.

Roll credits!

GMs Notes: Oops. I did something no GM should ever do. I made all the players suffer by forcing a failure on them after they had just made a massive save. This is the worst kind of railroading, and I’m sorry I did it. Not only do I now need to separate two groups of characters, but I also need to somehow get them back out of the Upside Down. Worst of all, the players might feel that their checks mean little in the greater scheme of the game.

GMing Stranger Things

Dealing with GM Error

We’re all less than divine. We mess up. GMs are under a more powerful lens than other players, and we owe it to ourselves and our players to learn from our mistakes and make a better go of things the next time around.

It’s worth looking back at why things went the way they did. I was set on getting Hopper, Steve, and Billy into the Upside Down. When the players dodged the portal that should have been it. They should have made a clean getaway. Because I was focused on them being sucked through the portal as the cliffhanger ending to the session, I didn’t consider other options. So, everyone got sucked through, without a check. If I’d been sharper I could have had something come through the portal, like a Demogorgon. Or have the portal continue to grow as the characters drove off. Both of those options would have been way more fun.

So, don’t hold onto your ideas too tightly, because that’s when you lose sight of what’s important: the players having fun. That was my mistake.

Till Next Time

Our next session is two weeks away, so check back in three weeks for more from Stranger Things Season 3.

Rodney Sloan
Rising Phoenix Games

Subscribe to our newsletter for monthly updates and visit us on our blog, our Facebook page and on Twitter.

Stranger Things Season 3 – Episode 3

Stranger Things Season 3 – Episode 3: Night Rhythm was our third session playing vs. Stranger Stuff, a game published by our friends at Fat Goblin Games.

Episodes: Episode 1Episode 2Episode 3Episode 4Episode 5 – Episode 6 – Episode 7 – Episode 8

Stranger Things Season 3 - Episode 3: Night Rhythm
Stranger Things Season 3 – Episode 3: Night Rhythm

Disclaimer: Because Stranger Things Season 3 isn’t out at the time of writing, you don’t need to worry about spoilers, but I’m going to assume you’ve watched Season 1 and 2 already.

Our third session of Stranger Things — Season 3 ended on a real cliffhanger. Here’s a summary of episode 3, with tips for running your own Stranger Things campaign at the end of the post.

Stranger Things Season 3 – Episode 3: Night Rhythm

Scene 1

Player Characters: Joyce, Jonathan, and Hopper.

Following Nancy’s abduction by Mr. Clarke and Barb, in the last session, Jonathan and Joyce called Hopper over to investigate. They didn’t discover much, just Nancy’s right shoe and some tire tracks.

Hopper did all his police things, then the characters headed over to the Wheeler’s house.

Scene 2

The audience sees Billy’s car, then we cut to see him kissing someone. The camera cuts again and we see Mrs. Wheeler pull back. She tells Billy that they need to stop meeting like this, but he reassures her that they won’t get caught.

On the radio, Rhythm of the Night, by DeBarge, is playing.

GM’s Notes: Yuck! I’m starting to hate Billy all over again.

Scene 3

Player Characters: Mike, Hopper, Joyce.

Joyce and Hopper arrive at the Wheelers. They discover that Mrs. Wheeler is out, with Mr. Wheeler asleep on the couch. Mike answers the door. The rest of the kids are down in the basement, playing D&D.

Hopper and Joyce break the news to Mr. Wheeler, who seems overly confident that Hopper will sort things out.

Hopper discovers that El is not there, and he’s unable to get her on the radio. The boys say they haven’t seen her all day.

GM’s Notes: The players had some time to try to coordinate, and figure out what was going on. I wanted to give them as much freedom as they needed to start getting a grip on the situation before I hit them with the next few bombshells.

Scene 4

Player Characters: Nancy. Later Billy and Steve.

Nancy wakes up in the dark. Slowly her eyes adjust and she sees small, pink creatures crawling over her. They’re gooping her with slime, while one climbs over her face. It has four legs, and its body looks like a brain, with a small underslung jaw. The jaw darts out, Aliens style, into her ear. She struggles, but the creature begins to deform, as if it’s moving through the mouth-tube, into her ear.

Nancy thrashes again, and this time breaks free. She rips the thing off her face and runs!

Bursting through a door, she finds herself in an abandoned bowling alley. As she runs, she throws stuff behind her, as she’s pursued by the creatures.

In the street, Steve is heading into a convenience store when Billy comes out, and shoulder bumps him. Before things can escalate between them, they notice that it’s unnaturally quiet in town. In the distance, some people are shambling towards them.

There’s a crash, as Nancy smashes a window with a bowling ball and leaps out into the street, followed by the brain creatures.

Steve runs into the convenience store and picks up a snow shovel, while Billy grabs a tire-iron (aka a wheel spanner). Billy pulls Steve into his car as Nancy jumps in, and Billy hits the gas, expertly driving around the mob of brain-dead people headed their way.

Billy and Steve vs the Horde
Billy and Steve vs the Horde.

As they drive off, they see a horde of more people around a truck in front of the town hall. Mr. Clarke is standing on top of the truck.

Lightning Powered Truck
Mr. Clarke and the Horde around a truck (left of image). The streets are swarming with brainless shamblers and brain-creatures (red & blue).

Lightning strikes somewhere in the distance. A storm is rolling in.

GMs Notes: The brain-creatures are the same creatures who left tracks around Steve’s car, and were waiting for the PCs in the woods. Here are their stats:

Brain-Creatures
Brains 1
Muscles 3
Toughness 3
Swarm: 3+ creatures. Make 2 attacks and draw +1 card per additional creature.
Natural Weapon: 2 Toughness damage.
Entangling Attack: opposed Muscles to entangle. Unentangle is -1 card and vs Muscles again.

Scene 5

Hopper gets a call from Dr. Owens, who’s in town, and describes that he’s seeing people mindlessly walking the streets. Hopper, who was on his way to Mr. Clarke’s house, hits the lights and speeds into town, passing a speeding Billy on the way. The lot of them hook up and head back to the Wheeler’s house. The kids were all sent home to bed… but they have other plans.

Scene 6

Player Characters: None, the GM took control of the boys to put them in deep deep trouble.

Mike, Will, Lucas, and Dustin arrange to meet on the edge of town at midnight. They’re worried about El, and, they figure, it’s usually them who figure out what’s going on before the grownups do.

They climb a water tower, while lightning flashes overhead. From the top they can see the town hall. A truck has been wired up to the clock tower, with wires attached to the lightning rod at the top of the building.

El walks out along the top of the building, throws her hands in the air and is hit by a bolt of lightning.

Shooting Sparks from fingers 1938
Source: Wikimedia Commons

Roll Credits. Watch player’s jaws drop.

GMing Stranger Things

Cliffhangers

I think about what makes an interesting game a lot. It’s my job and my passion. A good cliffhanger ending gives the story power that lasts between sessions and makes your players want to come back for more.

I didn’t think this session was particularly good, at least from my side as the GM. I didn’t throw a lot of stuff at the players, and I felt I didn’t manage to keep everyone as engaged as I hoped. But the ending got great feedback from the players and really got them excited.

Planning a good cliffhanger and making sure you have time to play it out at the end of the session is worth it. Give your players something to think about until they’re at the table again.

Fan Theories and Table Talk

We talked a lot about fan theories during the game, and some real gems came up. I love table talk when it revolves around the game because players are full of ideas worth stealing. Listen to what your players are excited about, and work that into the game, with a twist or two, for even greater effect.

Flip-Mats and Minis

For this session, I used Paizo’s basic flip-mat and miniatures from Zombies!!! (Director’s Cut) and Doom: The Boardgame, with a few Micro Machines for cars. Anything will do really, I just thought these minis added a nice touch to the feel I was going for.

The flip mat is very handy, and gets used in most of my sessions — most highly recommended GM tool, besides a set of dice!

Till Next Time

Our next session is two weeks away, so check back in three weeks for more from Stranger Things Season 3.

Rodney Sloan
Rising Phoenix Games

Subscribe to our newsletter for monthly updates and visit us on our blog, our Facebook page and on Twitter.

Stranger Things Season 3 – Episode 2

Stranger Things Season 3 – Episode 2: Car Trouble was our second session playing vs. Stranger Stuff, a game published by our friends at Fat Goblin Games.

Episodes: Episode 1Episode 2Episode 3Episode 4Episode 5 – Episode 6 – Episode 7 – Episode 8

A big thanks to Margot for sharing her session notes with me.

Stranger Things Season 3 — Episode 2
Stranger Things Season 3 — Episode 2: Car Trouble

Disclaimer: Because Stranger Things Season 3 isn’t out at the time of writing, you don’t need to worry about spoilers, but I’m going to assume you’ve watched Season 1 and 2 already.

Our second session of Stranger Things — Season 3 was an even bigger success, as plots thickened, twists were turned, and an important character went missing. If you haven’t already, read the summary of episode 1 so that you’re up to speed.

Next up is a summary of episode 2, with tips for running your own Stranger Things campaign at the end of the post.

Stranger Things Season 3 – Episode 2: Car Trouble

Scene 1

Player Characters: Dustin, Mike, and Will.

The boys are back from school, watching TV at Mike’s house while it’s pouring with rain outside.

ThunderCats is playing on TV. In this episode, Mumm-Ra is planning to infiltrate the ThunderCat’s lair by assuming the identity of a common housefly.

The players then recapped the previous session and made some plans. It was a Wednesday, with Halloween coming up. They talked about dressing up as the ThunderCats, and maybe going to see Back To The Future.

GM’s Notes: Yeah, you all know the fan theories about Stranger Things Season 3 and Back To The Future.

Scene 2

Player Characters: Lucas, Hopper, and Steve.

Lucas comes into the station just as Hopper and Steve are heading out to fetch Steve’s car. Because of the rain, Hopper offers Lucas a ride.

They talk about El and Mr. Clarke, who are both acting strange(er).

Steve’s car is still parked along the side of the road, but a Brains 7 check reveals that the car has been tampered with, and a Brains 5 check lets the PCs spot tracks under the car: something with four legs and two-toed feet has ripped out the car’s innards!

GM’s Notes: I’ll share stats once my players have encountered the critters, in a later post.

Scene 3

Player Characters: Hopper, Lucas, and Jonathan.

Hopper tows Steve home, then, with  Lucas, heads to the school. They bump into Jonathan there.

Looking for El, they find the AV room locked. Once inside, they find that the equipment has been shifted (Brains 7 to spot this). On investigating, they find that the radios have been hollowed out and all their components removed.

They find Mr. Clarke and question him, but he only says that El went home. Hopper later gives Lucas an important assignment: “Watch him.” They figure out a plan to keep in radio contact, even though the radios are still full of static, which comes and goes in waves.

Scene 4

Player Characters:  The Byers Family.

The family is making dinner and talking about recent events.

It turns out that Will is still seeing visions of the mind flayer. He gets the feeling that it’s frustrated about something, is watching something he can’t see, and waiting for something.

Joyce calls Hopper, so by now, all the playable characters are pretty much in the loop, except maybe for Max and her step-brother.

GM’s Notes: If you think you know what D&D monster is the big bad in our campaign, leave a reply in the comments. Hint: there are two monsters running amok in Hawkins, both of which feature in most versions of D&D (if not all).

Scene 5

Player Characters: Hopper, Jonathan, and Nancy.

Hopper heads home, but on the way gets a radio call from Flo. She doesn’t realize she’s passing on a coded message from Dr. Sam Owens, asking Hopper to meet him at a predetermined location — the bar.

Hopper calls El, who is uncharacteristically fine with Hopper being late.

Hopper meets Sam at the Gas Station Bar. Jonathan and Nancy are seated at the back (okay, they’re underage, oops). Hopper doesn’t see them, but they catch enough of his conversation with Dr. Owens.

Dr. Owens mentions that equipment — with big names Hopper doesn’t understand — has been going missing from Hawkin’s Laboratory. He also discovered a department that is using radio signals and running tests on subjects, similar to what was going on with Eleven.

Dr. Owens slips a key card to Hopper, then leaves. He’s obviously worried that talking to Hopper is going to get him into trouble.

GM’s Notes: Nancy should be 18 in 1985, according to strangerthings.wikia.com. Jonathan should also be 18. That’s the legal drinking age where I live,  which is probably why it didn’t even occur to me to check before. Good thing Hopper didn’t spot them.

Scene 6

Player Characters: Nancy, Jonathan, and Joyce.

At the store where Joyce works. Jonathan now works here part-time.

Nancy is picking up some things when two men walk in from the local Radio Shack. They’re complaining about thefts and that they just had to let one of their employees go. The also mention the radio interference. Joyce confronts them about it, but they don’t have any answers.

After the men left, Nancy thought she saw Barb walk past the isles. Nancy called out, following quickly after, as Barb left the store. Jonathan joined the chase, which ended in a fight in an alley with Mr. Clarke (see the previous episode) and “Barb” turning on Nancy and Jonathan. I drew the Ace of Hearts and Mr. Clarke and Barb escaped, carrying off Nancy!

The credits rolled, and everyone was left eager to play episode 3.

GM’s Notes: If you’ve been keeping score, Mr. Clarke, El, and now Nancy have all fallen into the clutches of evil! Mwahaha!

 

GMing Stranger Things

Session Planning

My planning fills three-fourths of an A4 sheet, in two columns, 12 point font. I’ll only plot out four or so scenes, with a sentence or three about which characters are involved, what’s going on, and some stats and tests. Other scenes happen organically, based off what the players want to do. I usually plan a cliffhanger ending.

It’s a lot less prep than I do for a D&D game, which usually involves a few pages of notes, hand-drawn battle maps, miniature selection, and maybe even a spreadsheet to speed up combat.

The key to prepping a Stranger Things game is to define the major characters, their relationships, and the plots they’re involved in. Then you can set your players free to discover the story for themselves.

To keep track of everything, I use Twine.

Twine

Twine is usually used for building “Choose Your Own Adventure” style games, like our own line of solo role-playing adventures (now offered through our Patreon). It’s very easy to build a simple wiki with it too.

I’m assuming you know the basics of Twine.

My first node is a menu page, with an alphabetical list of PCs and NPCs, locations, and other subjects. Every other page looks something like this:

** Subject 011 / El / Jane**

1. Notes about Jane...

Back to [[Main Menu]]

Breaking that down, it’s a heading, a numbered list of facts about the character, and then a button back to the main menu.

It doesn’t take much to expand the wiki, which I do as part of my session planning. It gives me a good idea of what’s going on so that I can roll with whatever my players want to do.

Playing and Spoilers

It happens that some of your players might not have finished watching previous seasons of the show. Life happens — I’ve been trying to get through Ant-Man since Christmas* — I know how it is. If that’s the case in your group, you have two unappealing options: spoil those episodes or play around them.

We’ve tried our best to avoid mentioning special moments near the end of Season 2, and a player asked to cut a conversation between two characters that would have revolved around the final episode. We still had fun, and our game makes perfect sense. So, personally, I don’t think it hampers the game too much to tread carefully around some of the plot endings.

Till Next Time

Our next session is a week away, so check back next month for more from Stranger Things Season 3.

Rodney Sloan
Rising Phoenix Games

Subscribe to our newsletter for monthly updates and visit us on our blog, our Facebook page and on Twitter.

* Finished watching Ant-Man last night, almost 2 months after I got it. Loved it.

Your RPG Resolutions for an Awesome 2018

What are your RPG resolutions for 2018?

How was 2017?
Even if you didn’t achieve everything you set out to do, don’t lose heart. These last few days of 2017 have taught me that success in anything is about chipping away until you achieve your goal.
One day you’ll get there, or, as the Dead Man Fall song Bang Your Drum goes, “keep banging on your drum, and your day will come.”

Rising Phoenix Games was born on New Year’s Eve, 2010. This year, 2017, saw us cranking up the heat, and publishing more titles than ever before. The plan is to burn hotter in 2018, and we’ve got some great things planned.

Your RPG Resolutions for Better Adventures

I asked Twitter friends for their New Year’s RPG Resolutions. Here are some of the answers I got.

Make Your RPG Resolutions Today

My 2018 RPG Resolutions are straight forward:

  1. GM more one-shots and demo games.
  2. Run a Stranger Things game with the vs. Stranger Stuff rules.
  3. Up my ability to run fifth edition Dungeons & Dragons.
  4. Buy Warhammer Fantasy Role-Play 4th Ed. Convince my friends that it’s awesome.

If you’re a GM, then you’ll probably have similar goals.
For players, your goals might be to play you character better, or to contribute more to the fun at the table. If so, I recommend the excellent Player’s Companion, just released on the DM’s Guild.

The Player's Companion Will Help You Achieve Your RPG Resolutions
The Player’s Companion Will Help You Achieve Your RPG Resolutions
A Ton of Player Options — Helpful For Achieving Your RPG Resolutions
A Ton of Player Options

Besides a ton of character options, the book provides excellent advice on playing your character, and on combat tactics. Included in the Better Gaming chapter is a section on action economy, which I’d never considered before but made a huge impact on how I play.

Excellent Advice — Up Your Game in 2018
Excellent Advice — Up Your Game in 2018

So, what are your RPG Resolutions for 2018? Share yours in the comments below — making your intentions public is a great first step to achieving them.

Rodney Sloan
Rising Phoenix Games

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