Absurd

Absurd

Absurd play is a dream with rules that don’t quite fit. A city issues parking tickets to clouds. Doors demand the right mood instead of a key. You negotiate 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 quick and visual. The Game Master encourages bold choices, yes-and energy, and clever wordplay. The story takes 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 appreciate the playful tone and fast scenes. Team events love how it breaks roles and sparks lateral thinking. Veterans enjoy 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, from zany sketch comedy to quiet Kafkaesque dread. You decide how dark, how silly, and how meta. For examples and options, see the game systems our Game Masters offer. Absurd sessions are ideal for both first-timers and groups seeking a fresh, thought-provoking change of pace.

Common questions

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

It won't feel like chaotic dice-rolling. The oddities follow table logic. The GM gathers your ideas, transforms them into patterns, and presents them back as obstacles or clues. Your decisions shape ongoing themes, not just 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 funnier than straightforward drama, but not merely a series of jokes. Anticipate a narrative that connects the first bizarre moment to a later instance of unexpected clarity.

What game systems are suitable for Absurd play?

A professional Game Master typically chooses 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 crunch remains low so that ideas can flow quickly. You can browse 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. Talking objects, silly constraints, and quick scenes are encouraged. No dark 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. You can also 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 daring premise and an unusual problem. The group agrees on a few themes, then you jump right in. Anticipate three to five fast-paced scenes, each featuring a rule that behaves unexpectedly. You tackle challenges by spotting patterns, reusing jokes, or negotiating with the setting. The GM keeps the mechanics swift and integrates 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 meets field operations. Ideal for groups who relish mystery, dark humour, and a sense 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 but with a comedic twist. Simple rules, quick turns, and brilliant 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 delving into its dream-logic tales.

    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 let equipment add dice, reminiscent of a Monty Python sketch with dice. Ideal for beginners, gatherings, and teams.

    View system: Roll for Shoes
  • Dungeons & Dragons

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

    Craft your own fantasy story with Dungeons & Dragons. Assemble a group of daring heroes, outwit traps, negotiate with dragons, and seize treasure in vibrant realms. Imagine the camaraderie of The Lord of the Rings, but you decide the routes, the conflicts, 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 role of doomed investigators delving into occult mysteries and the limits 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 involves Hope and Fear d12s. Grand heroics intertwine with significant consequences in quick, narrative-driven gameplay.

    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’re in control. Plot, charm, and endure as a coterie while a skilled Game Master animates a city filled with dark politics.

    View system: Vampire: The Masquerade

What players have to say

  • Tom was brilliant! He was really great with the kids and very patient with his explanations. It was a wonderful evening and definitely worth doing again! The children 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 an excellent job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot 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 significant portion of the adventure time doing unnecessary things because we didn't fully understand 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 see it 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 positive attitude made the game enjoyable for all. I really appreciated how he could clearly explain what was needed from our less experienced players while keeping our more seasoned players on their toes with his deep knowledge of the game. Everyone in our party had a fantastic time thanks to Bryan.

    Jeremy

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

    Corey

  • Dayron was fantastic; he provided a brilliant experience. Thanks!

    Casey

    The Merry Meeple

  • The game was really engaging. I got a game as a present for my boyfriend, who is very keen on it, and he was very 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

  • Baptiste was an excellent GM who adapted well to our group and helped us progress in this one-shot. However, there was one issue with the character sheets provided, as they were not complete or clear. Some of the French translations were rather approximate. For instance, our cleric was missing spells, including a healing spell, even though they were meant to have some.

    Pierre

  • Rachel was fantastic; my daughter and her friends left the game saying it was the most fun they’d ever had, and my daughter wanted to sign up for another session with her straight away. She was friendly, and her approach let the players fully immerse themselves in the game by giving them control over how they wanted their actions to unfold. I would definitely work with her again.

    John

  • A nice and clear first experience with D&D. Amber was able to explain and guide the game effectively, allowing us as players to quickly get into the flow and focus on the story. Collaborating with my colleagues to devise attack routes was an enjoyable activity and provided great insights into each other's characters, thought processes, and differences. Overall, I found it to be a very enjoyable session.

    Jens

    Triodos Bank N.V.

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