I found a goth speakeasy/coffee shop by my school that does a Thursday tabletop night where you can bring and run your own games and I was wondering if you had any recommendations for games you'd feel comfterble running with a table of strangers / mostly strangers? Thank you!!
THEME: Games to Run with Strangers.
Hello friend, fall comes upon us and I finally get around to answering your ask. Thank you so much for your patience! I’d definitely recommend bringing some safety tools to any of these games, since you’re playing them with strangers. That being said, I tried to pick games that were easy to pick up and quick to learn considering you’d probably want each session to be a standalone one.
I often run games with groups of people who don't know each-other beforehand, and I'd recommend allowing silliness to blossom when possible, even if you're running a spooky game. Let’s see what we can find!
Wizardry and Bureaucracy, by Oh Little Moth.
You are a member of the National Parks Service. You and your team would do just about anything to protect your national park. Also, you’re wizards. But all the magic in the world can’t save you from the slog of paperwork you have to endure as a civil servant. Your mission is to preserve your park and all creatures living in it, promote a love of nature and the environment, and also keep park visitors from seeing through the curtain separating the magical from the mundane.
Like most Lasers and Feelings games, this has quite a bit packed into one page. Easy character generation, a standard list of gear, an introduction where you collaboratively design your park, and the classic Lasers and Feelings mechanic that makes you automatically better at one thing and worse at another. The game is also set up to be raucously silly. This game includes the very good piece of GM advice that I adore for improv: ask questions and build on the answers. You don’t have to come up with the entire story yourself! Give your players the chance to tell you how exactly magic interacts with the local National Park.
The Children of Saturn, by Dan John Crowler.
The people of Petrikstein are tormented by a blood craving beast prowling the night. Players take the roles of parish appointed investigators on a mission to find and slay this alleged Vampyr, before it claims even more lives. Will they be able to find out the truth in web of lies, myths, and fear fueled superstitions? Play to find out!
The Children of Saturn is a neat little game that combines the Keys mechanic from John Harper’s Lady Blackbird with the graded 2d6 roll of Powered by the Apocalypse. You can accumulate dice to roll depending on whether the action in question is in line with your character, and failure increases the chances of success the next time you roll. The characters are pre-made to some extent, but the players will be able to make them unique through names, descriptions, and how they decide to role-play. This game also come with a small hex map for your characters to explore - and everything fits on one page! If you want something spooky and quick to prep, this is definitely worth checking out.
2400, by Jason Tocci.
2400 is lo-fi sci-fi. It’s centuries in the future, and it’s a decades-old modem that screams like a dying robot when it connects to the net. It’s a space ship with an FTL drive, artificial gravity, and a flickering display you gotta tap a few times to see the jump coordinates. It’s hacking something together with whatever cheap materials you have on hand, ignoring the rules until you need them, banging out something that might not sound finished, but definitely sounds fun.
The 2400 system is a stripped-down ruleset inspired by the OSR that has been used to create a number of hacks in different settings. Every time I’ve run a 24XX game, the session lasted about 2 hours, so it definitely has the ability to play quick. The original page for 2400 currently has over 20 different settings to choose from, so if one of them really hits off, you could come back with a different setting each week for your friends to play through!
The Great Soul Train Robbery, by Cloven Pine Games.
On the road to hell there was a railway line. An express train to the infernal city of Dis, crewed by furies and carrying treasure and souls to damnation. You’re going to rob it.
The Great Soul Train Robbery is a tabletop roleplaying game for 2–6 players and 1 gamemaster about Desperados robbing the train to Hell. Spin an allegorical Weird Western yarn as your sharpshooters, fiddlers, homesteader widows, and other Desperados attempt a Hellish train heist. Will you claim your prize from the train, or be overcome, damned, or broken by the heist?
This is probably the biggest Honey Heist - inspired game that I’ve seen to date. It’s a solid pitch, with very little background needed in order for your players to grasp what exactly it is they’re doing. If players aren’t sure what kind of character they want to make, all of the options have d6 roll tables to give your group a goal, your train some complications, and your character a name and a special item. There’s quite a few pages of GM advice in this, which is probably a big boon to anyone running the game, as it allows you to construct a more complex train than what you might have created out of the top of your head. I’d probably even just steal the train construction section to use for other similar games!
Hold Your Own, by Sharkbomb Studios.
It's a time and place, not unlike the one that you, the players, grew up in. A dark mirror of the decade of your youth. You play as a group of friends at the cusp of adolescence and life is hard. You're unpopular and unwanted. All you've got is each other.
But it comes worse: A strange menace threatens to devour everyone you know. And nobody wants to believe you, not the teachers, not the parents. It looks like it's up to you to save your home.
Fans of It and Stranger Things will probably like this game. This game uses small dice pools and four basic stats. You’ll be facing off against an antagonist called the Menace, a threat that the rest of the community believes doesn’t exist. The Menace will always be strong enough to provide a challenge, and as you play, you’ll learn more and more about what it is exactly that you’re fighting against. This is a great game for fans of suspense, and it’s also small enough to learn it within the few hours that you’d have at a coffee shop.
Games I’ve Recommended in the Past
Something is Wrong with the Chickens, by Elliot Davis.
Koboldly Go, by CoffeeSnake Studios.
Faewater, by A Smouldering Lighthouse.
The Station, by pidj.









