At‑a‑glance: Industrial sci‑fi horror • d6 dice pools + Stress • 2–5 + GM • Low prep • Rules‑lite • 2–3h sessions
Those Dark Places drops players into cramped corridors, failing life‑support, and the realities of blue‑collar work at the edges of space. The vibe is retro‑industrial: flickering strip lights, clattering ducts, and corporate memos that treat people as replaceable parts. Stories orbit survival—patching hull breaches, triaging injuries, and deciding whether to cut losses or dive deeper for a risky payday.
The system uses small d6 pools against target numbers and situational modifiers, with a concise Stress and Condition model that escalates danger without bogging down play. Characters are classless and quick to build, gear is straightforward, and ship/environment procedures get explicit support so crews can react fast when alarms blare. Resolution stays focused: roll, interpret, push, and move on.
Instead of tactical crunch, the game leans on pressure: dwindling oxygen, bad lighting, unreliable machinery, and corporate mandates that clash with common sense. Prep is minimal—scenarios read fast and run faster—so the table can start tense scenes within minutes. The rules constantly reinforce tone, keeping scenes grounded in maintenance hatches and medbays rather than power fantasies.
Great for groups who want cinematic tension without heavy subsystems. If you like Alien‑style panic, Mothership’s workplace misery, or Death in Space’s rust‑and‑radio static, this sits in that lane but even leaner. Expect short, punchy sessions where survival decisions matter and the line between heroism and disaster is one bad roll away.
A lean, atmospheric sci-fi horror RPG praised for its fast play and tense, blue-collar tone. Fans like the clear procedures and pickup-and-play scenarios, while some note limited long-term progression and narrower focus compared to bigger lines.
Compare Those Dark Places with other great ttrpg games.
Alien pushes cinematic set‑pieces and a formal Stress mechanic; Those Dark Places keeps the pressure but with fewer moving parts and faster pickup‑and‑play.
Mothership adds more subsystem depth and a broader module ecosystem; Those Dark Places aims lighter and tighter for quick, gritty shifts and one‑shots.
Death in Space leans into scrapyard repairs and cosmic entropy; Those Dark Places narrows to workplace horror with streamlined tests and stress checks.
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