Absurd

Absurd

Absurd play is a dream with rules that don’t 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 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, so ideas take precedence. Beginners feel safe to try wild solutions. Families enjoy the playful tone and quick scenes. Team events love 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 uses rules-light, improvisational systems, or custom one-page rules that centre player creativity. If you prefer a familiar framework, they can tune fantasy or sci-fi games for surreal play. Tone is adjustable, 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 first-timers and groups that want 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 choices influence running motifs, 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 an arc that connects the first strange moment to a later instance of surprising clarity.

What game systems suit 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 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 kids, the GM maintains a bright and curious tone. Talking objects, silly constraints, and quick scenes are encouraged. 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 turn in 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. If your group prefers a more reflective atmosphere, you can also opt for a calmer, thoughtful mood instead of slapstick.

What can we expect from an Absurd one-shot?

A one-shot begins with a bold premise and an unusual problem. The group agrees on a few themes, then you dive in. Expect three to five fast-paced scenes, each with a rule that behaves unexpectedly. You solve problems by spotting patterns, reusing jokes, or negotiating with the setting. The GM keeps 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 enjoy mystery, dark humour, and creeping dread.

    View system: Triangle Agency
  • Paranoia

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

    Serve The Computer. Be wary of your friends. Chuckle when the mission goes awry. Paranoia is a satirical sci-fi RPG filled with clones, betrayal, and treacherous 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
    • Comprehensive 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'll love 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 invent more specific skills as the story unfolds. Roll pools of d6 and let gear contribute additional dice, reminiscent of a Monty Python sketch with dice. Ideal for newcomers, social 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 brave heroes, outsmart traps, negotiate with dragons, and seize 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 role 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 gameplay.

    View system: Daggerheart
  • Vampire: The Masquerade

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

    Vampire: The Masquerade is a modern-night roleplaying game centred around hunger, power, and secrecy. Imagine Interview with the Vampire, but you're in control. Scheme, seduce, and survive as a coterie while a professional Game Master brings a city of dark politics to life.

    View system: Vampire: The Masquerade

What players are saying

  • 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 fantastic 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 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. Cheers, Mario

    Mario

  • Bryan was exceptional. We had a group with varied experience levels, 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 for 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 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 an excellent experience. Thanks!

    Casey

    The Merry Meeple

  • The game was incredibly engaging. I organised a session as a gift for my boyfriend, who is really passionate about 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 a fantastic GM who adapted seamlessly to our group and helped us make great progress in this one-shot. However, there was one issue with the character sheets provided; they were not complete or clear. Some of the French translations were quite rough. 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 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 let the players 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 great first experience with D&D. Amber was excellent at explaining and guiding the game, allowing us as players to quickly get into the flow and focus on the story. Collaborating on attack strategies with my colleagues was a fun activity that provided valuable 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.

  • Pim is truly a legend as a DM! He's cheerful, adaptable, and incredibly experienced. With a group of novice players, he managed to create an amazing experience in just a few hours. He maintained control in a fun manner and engaged every player in the story, whether they were vocal or reserved. If you go adventuring with him, it will certainly be unforgettable!

    Jens

    Triodos Bank N.V.

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