A loose return where a phone-zone call slides into a blunt political coda.
Brits on Bikes comes back with Jimmy framing the return as something needed after life became too much, then settles into a comic reconstruction of the phone zone.

Small-town 1974 mystery, played at a very chatty table.
Brits on Bikes plays a 'Kids on Bikes' campaign on mic, with Jimmy as game master and two teen investigators searching 1974 Marsh Haven for missing children. Rat fights, a time portal and the lair of Black Anise sit alongside table jokes, off-topic tangents and the odd frank political aside.
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Brits on Bikes is an actual-play podcast: a tabletop role-playing campaign run on the 'Kids on Bikes' rules and shared as audio. Jimmy sits in the game master's seat, greets the audience with 'Good day bikers' and narrates the world around the players. Eve and Sean play Dee and Alex, the two teen investigators at the centre of the story. Its premise is bleak. In Marsh Haven in 1974, six children have vanished from their homes in as many days, and the authorities have next to no leads. Dee and Alex go looking anyway, without much thought for their own necks. A narrated recap lists what that has already meant: scrutiny from the police, a bargain with a pensioner who may or may not be a crime lord, a conversation with a demigod and a fight against what it calls the rising tide of corporate fascism. This stretch of the story pushes toward the lair of Black Anise, taking in a time portal, a mirror puzzle built around diamonds, a gold coin and a wooden sword, and a scrap with rats settled by a spiked bat. The dice stay in view. Players call rolls for grip, fight and brawn, debate which stat an attack should use, and ask to spend adversity tokens to keep their footing in a rising wind. Jimmy hands description back to them, so the killing blow on a rat becomes a full golf swing narrated by the player who made it. At one point he compares the moment to a scene in Raging Bull, while wondering aloud whether the film is even out yet. None of this is solemn. That same wind yields a pun bad enough to get a player called childish, and a tangent about corded telephones and the family 'phone zone' is allowed to wander wherever it likes. The edges of episodes carry extra material: 'Previously on' recaps, a narrated scene-setter, spoof ads such as a 'wall fluid' spot whose side effects run from rickets to levitation, and a promo for The Danger Club, described as the team's Pathfinder chums. Politics runs through the fiction, and it does not stop at the edge of the game. In one cold open Jimmy speaks on behalf of the team about the protests that followed the death of George Floyd. Another episode carries a political conversation from the start of a session, moved to the end rather than cut. That exchange includes blunt anti-police language, which is worth knowing before pressing play. Anyone arriving partway through can use the cold open of 'S2E12 A seasoned witch could call you out from the depths', which recaps the case in a single narrated passage. What a listener gets is a small-town mystery with real stakes, played by a table that jokes its way through it.
Made for: Suits a listener who enjoys actual-play shows with a clear mystery at the centre and is happy for the players to break off for jokes, tangents and the occasional frank political conversation.
What sets it apart: It sets its supernatural mystery in a specific small town in 1974 with teenage investigators rather than seasoned heroes, and it keeps off-script table talk, real-world politics included, in the finished episodes instead of trimming it away.
An actual play TTRPG based on 'Kids on Bikes' by Jon Gilmour and Doug Levandowski
Dee throws a rope at a mirror; you know the rescue plan needs a rethink.
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Short reviews from the PlayNext desk, based on the episodes we processed.
A loose return where a phone-zone call slides into a blunt political coda.
Brits on Bikes comes back with Jimmy framing the return as something needed after life became too much, then settles into a comic reconstruction of the phone zone.
A wind-blown tabletop encounter turns bad rolls, gross-out jokes and improvised panic into comic peril.
A strange wind turns the path into a slapstick survival test as D, Jess, Alex and B try to keep their footing while Black Anise closes in. The scene is built from bad rolls and rising panic, with the murder-cloud worry, D's Dragon Ball-style burst of strength, and the warning to…
A mirror puzzle turns forgotten instructions and one stubborn rope into sharp tabletop chaos.
A dash across the House of Lies turns into a brisk test of nerve, improvisation, and table memory in this Kids on Bikes episode. Alex and Dee press through the escape, work the diamond puzzle at the mirror, and test a rope that answers with an unhelpful thud against glass.
A missing-child mystery swerves into rat combat, dubious bargains, and a lair with bad intentions.
Brits on Bikes follows teen investigators D. Danger Wilson and Alex Timotru Hinkley as a sixth missing child pulls them toward the lair of black anise.



Dice, divine mysteries, and the trouble with good intentions.



Brits on Bikes follows Dee and Alex through the Black Anise aftermath, from the Honeywell Gardens rescue to the first strange consequences at home.
Brits on Bikes S2E15 opens with Jimmy Sprinkles apologizing for mic-testing glitches and then drops back into the Black Anise arc with Eve and Sean.
Brits on Bikes S2E14, "Time is running out," opens with Jimmy Sprinkles addressing the George Floyd protests on May 25th and saying the BOB team wants to use its voice for justice and equality.
Brits on Bikes S2E13, "My climbing rope is broken," drops Alex and Dee back into a House of Lies, a cockatrice room, and a puzzle built around five child ghosts.
Brits on Bikes follows D.
Jimmy Sprinkles, Eve, and Sean resume the Marsh Haven arc after the Green Man grows a huge tree through Woolworths at Phoenix Plaza.
Brits on Bikes follows Dee and Alex as the Green Man, Dylan, interprets their request to obstruct Woolworths by growing a tree through the store.
Brits on Bikes S2E09 follows Alex, D, Eve, and Sean as the Green Man explains why he and Bo are stranded near Marsh Haven.
Jimmy Sprinkles, Sean, and Eve continue the Marsh Haven role-playing story after the characters leave Woolworths and discover that the shop is closed on Sundays.
Brits on Bikes follows Jimmy Sprinkles, Eve, and Sean through a Marsh Haven role-playing mission to damage Woolworths' reputation for Nana Casper.
The hosts introduce season 2 of their actual play TTRPG podcast, discuss world building and character creation, and welcome a new player.
Season one finale of an actual play TTRPG podcast set in the town of Marsh Haven, with a narrative conclusion and a promo for another audio drama.
The host introduces a Patreon bonus episode while thanking supporters and joking about future societal progress.
The episode begins with a host intro and promo for a crossover, then launches into the actual play session of a Kids on Bikes TTRPG.
An actual play TTRPG episode of Brits on Bikes, featuring a queer sci-fi adventure with character banter and a content warning for supernatural animal mutilation.
First episode of an actual play TTRPG podcast using the 'Kids on Bikes' system, set in the fictional town of Marsh Haven.