Absurd

Absurd

Absurd play is a dream with rules that do not quite fit. A city issues parking tickets to clouds. Doors demand the proper mood instead of a key. You bargain with a vending machine for your memories, then attend a trial where the judge is your coat. Players chase meanings that wriggle, laugh at nonsense, and confront strange dread. Scenes are fast and visual. The Game Master invites bold choices, yes-and energy, and clever wordplay. The story finds shape through running jokes, impossible obstacles, and sudden moments of clarity.

It shines at the table because contradiction becomes a toy. Rules remain simple, allowing ideas to take precedence. Beginners feel safe to try wild solutions. Families enjoy the playful tone and quick scenes. Team events appreciate how it breaks roles and sparks lateral thinking. Veterans relish genre-savvy riffs, meta puzzles, and philosophical twists. Everyone shares authorship. Failure is funny and useful, not punishing. Short one-shots work brilliantly, and a campaign can build a mythology of callbacks, motifs, and inside jokes.

A professional Game Master often employs rules-light, improvisational systems, or custom one-page rules that centre on player creativity. If you prefer a familiar framework, they can adapt fantasy or sci-fi games for surreal play. Tone is adjustable, ranging from zany sketch comedy to quiet Kafkaesque dread. You choose how dark, how silly, and how meta. For examples and options, see the game systems our Game Masters offer. Absurd sessions suit both newcomers and groups seeking a fresh, thought-provoking change of pace.

Frequently Asked Questions

Will an Absurd game feel random, or will there be a narrative?

It will not feel like a chaotic roll of the dice. The oddities adhere to the logic of the table. The GM gathers your ideas, transforms them into patterns, and presents them back as obstacles or clues. Your decisions shape ongoing themes, not merely hit points. You might discover how to bribe a door with compliments, only to see that rule turned on its head in the finale. Absurd games value meaning derived from contradictions. They are more humorous than straightforward drama, but not simply a series of jokes. Anticipate a narrative arc that connects the first peculiar moment to a later instance of unexpected clarity.

Which game systems are suitable for Absurd play?

A professional Game Master typically selects rules-light, improvisational systems. Many utilise custom one-page procedures to reward bold ideas, wordplay, and the reincorporation of motifs. If you prefer a familiar framework, they can adapt a fantasy or sci-fi game while keeping the calculations minimal. Expect mechanics such as tokens for breaking a rule, prompt tables, or yes-and tools. The complexity remains low so that ideas can flow quickly. You can explore system options and request a recommendation here: game systems overview.

Can you adjust the tone and content for children or groups?

Yes. For children, the GM maintains a bright and curious tone. Expect talking objects, silly constraints, and fast-paced scenes. No bleak themes unless requested. Simple character sheets or pre-generated roles assist young players in getting started. For team events, the GM focuses on lateral thinking and ensuring everyone gets a fair share of the spotlight. Office satire is optional and will be discussed with you beforehand. Safety tools establish content boundaries and provide everyone with a pause button. Alternatively, you can opt for a calmer, more reflective mood if your group prefers contemplation over slapstick.

What can we expect from an Absurd one-shot?

A one-shot begins with a bold premise and an unusual problem. The players agree on a few themes, then you dive in. Expect three to five swift scenes, each with a rule that behaves unexpectedly. You solve problems by recognising patterns, reusing jokes, or negotiating with the setting. The GM keeps mechanics straightforward and incorporates your ideas back into the world. You conclude with a resolution that recontextualises the opening. Sessions work well online too, using a shared whiteboard or chat for wordplay and visual elements.

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Game systems for Absurd

  • Triangle Agency

    • Supernatural +7
    • 2 – 5 players
    • Moderate rules

    Clock in, hunt the impossible, then argue with compliance. Triangle Agency is a surreal paranormal investigation RPG where corporate policy collides with reality-bending threats. Imagine Control’s bizarre bureaucracy meeting field operations. Ideal for groups who appreciate mystery, dark humour, and an atmosphere of creeping dread.

    View system: Triangle Agency
  • Paranoia

    • Dystopian +7
    • 3 – 6 players
    • Simple rules

    Serve The Computer. Be wary of your friends. Laugh when the mission goes awry. Paranoia is a satirical sci-fi RPG featuring clones, treachery, and backstabbing loyalty tests. Imagine 1984 with a comedic twist. Simple rules, quick turns, and delightful player scheming.

    View system: Paranoia
  • Invisible Sun

    • Surreal +7
    • 2 – 5 players
    • In-depth rules

    Step out of the ordinary Shadow and return as a vislae to Satyrine, a surreal city where secrets carry weight and magic responds. Invisible Sun combines occult urban fantasy with personal mystery. If you enjoy The Sandman, you will relish exploring its dream-logic narratives.

    View system: Invisible Sun
  • Roll for Shoes

    • Comedy +7
    • 2 – 6 players
    • Simple rules

    Roll for Shoes is a one-page comedy RPG where you begin with a single skill, Do Anything 1, and create more specific skills as the story unfolds. Roll pools of d6 and allow gear to add dice, reminiscent of a Monty Python sketch with dice. Ideal for newcomers, gatherings, and teams.

    View system: Roll for Shoes
  • Dungeons & Dragons

    • High Fantasy +7
    • 1 – 7 players
    • Moderate rules

    Forge your own fantasy tale with Dungeons & Dragons. Create a party of brave heroes, outsmart traps, negotiate with dragons, and claim treasure in vibrant worlds. Imagine the camaraderie of The Lord of the Rings, but you decide the paths, the battles, and the conclusion.

    View system: Dungeons & Dragons
  • Call of Cthulhu

    • Cosmic Horror +7
    • 2 – 6 players
    • Moderate rules

    Call of Cthulhu is the classic game of investigative cosmic horror. Take on the roles of doomed investigators delving into occult mysteries and the fragility of sanity.

    View system: Call of Cthulhu
  • Daggerheart

    • High Fantasy +7
    • 2 – 6 players
    • Moderate rules

    Daggerheart is a high-fantasy RPG where every roll uses Hope and Fear d12s. Grand heroics meet significant consequences in quick, story-driven play.

    View system: Daggerheart
  • Vampire: The Masquerade

    • Vampire +7
    • 2 – 6 players
    • Moderate rules

    Vampire: The Masquerade is a contemporary roleplaying game centred around hunger, power, and secrecy. Imagine Interview with the Vampire, but you are in control. Conspire, charm, and endure as a coterie while a professional Game Master animates a city filled with dark political intrigue.

    View system: Vampire: The Masquerade

What players think

  • Tom was brilliant! He was really great with the children and very patient with his explanations. It was a wonderful evening and definitely worth doing again! The kids asked the next day when we would be doing this again.

    Danny

  • First of all, I want to say that Sebastian was really great as a DM. For his first run as a booked DM, he did a really good job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot and yet wasn't a complete story. Discovering that there are two more parts wasn't very positive for us, as it meant there was no satisfying conclusion to the story. 2. As new players, it was difficult for us to understand the English character sheets in such a short time. In German, it would have been much easier. Even receiving the character sheets a few days in advance would have been helpful for preparation. 3. More guidance would be beneficial. Especially for beginners, a more linear one shot would have been preferable. We wasted a large portion of the adventure time doing unnecessary things because we didn't really know how the game worked. Overall, I think the StoryForgers concept is really good and I see a lot of potential in it, especially for introducing new players to D&D. I hope you don't take my feedback the wrong way but as honest criticism. Best regards, Mario

    Mario

  • Bryan was exceptional. We had a group with varying levels of experience, and he managed to keep everyone engaged and involved. His attitude was fantastic, and he made the game enjoyable for all. I particularly appreciated how he could clearly explain what was required from our less experienced players while keeping our more seasoned players on their toes with his extensive knowledge of the game. Everyone in our party had a wonderful time thanks to Bryan.

    Jeremy

  • Dayron was fantastic. Well-prepared, punctual, and had a brilliant sense of humour.

    Corey

  • Dayron was fantastic; he provided an excellent experience. Thank you!

    Casey

    The Merry Meeple

  • The game was incredibly engaging. I arranged a session as a gift for my boyfriend, who is very enthusiastic about it, and he was thoroughly pleased and appreciated Leonardo's professionalism. I don't have much experience with DnD, but I found the game to be quite straightforward and enjoyable.

    Marina

  • A very good GM, Baptiste adapted well to our group and helped us progress in this one-shot. One issue was with the character sheets provided, which were not complete or clear. Some of the French translations were rather approximate. For instance, our cleric was missing spells (no healing spell) even though they were meant to have some.

    Pierre

  • Rachel was fantastic; my daughter and her friends left their game saying it was the most fun they'd ever had, and my daughter wanted to sign up for another game with her straight away. She was friendly, and her approach enabled the players to fully immerse themselves in the game by allowing them to control how they wanted their actions to be carried out. I would certainly work with her again.

    John

  • A pleasant and straightforward introduction to D&D. Amber was adept at explaining and guiding the game, allowing us as players to quickly get into the rhythm and concentrate on the narrative. Collaborating with my colleagues to devise attack strategies was an enjoyable experience and provided valuable insights into each other's characters, thought processes, and differences. Overall, I found it to be a highly enjoyable session.

    Jens

    Triodos Bank N.V.

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