You Should Tune in for Weird Heroes of Public Access, a Tabletop RPG for Little Sci-Fi Freaks

The world is weird. There, I said it. There’s weird stuff out there. In your mainstream tabletop games, that mostly looks like the more Lovecraftian side of Dungeons & Dragons and the more directly influenced Call of Cthulhu game. On the indie side, there’s great stuff like Liminal_, Triangle Agency, and my personal favorite, The Big Wet. For all the weirdness that exists in the world, you can probably find a flavor that allows you to roll up some stories about it, and that’s why I have spent the last week or so rereading Weird Heroes of Public Access, a game that’s been out for a while and got a great hardcover release in 2024 that I’ve finally gotten my hands on. It is, let me tell you, weird.
I am a child of the 1990s, and because of that, I am haunted by the time before my birth and the time after. There was once a world of tapes and reel-to-reels and memorexed memories, and they lived with bulletin boards and old boxes and VA halls and calling people on their home phone numbers. I came of age in a moment where the internet was allowed to take over our lives, but it also had a heavy undercurrent: jpeg horror creatures, forum stories, pixelated aliens, and fake Weird Al songs. I am fundamentally drawn to the conditions of these worlds. I want busted-ass words, pictures, and videos that suggest that there is a seedy and terrible knowledge beneath all things, and that knowledge might also be tied up in the reality of things being dorky as hell.
This is all to say that Weird Heroes of Public Access is built for me. It is a simple D6 system with just a few stats, but those mechanical operations are not why you want to play this game. You want to play it because you play as a public access television host who is really into your thing. You can play as Mister Penguin, the guy who makes a show about local exotic animals called, fittingly, Mister Penguin’s Experience. His day job is as a bank teller, of course, but at night…at night he comes alive. He’s got $45 in his pocket, he is about as psychic as Blaze is, he’s got several props with a value of less than $100. By teaming him up with some allied hosts who also have their own shows, he can then go out into the town of Fairhaven and fight aliens in the woods or clear out the Canals of Amontillado, so-called because of their being sealed up during Prohibition.