Dungeon Dunce TTRPG Family Farce









 Click on the Character Sheet above. C/P. 


What is Dungeon Dunce?

Alright, here’s the deal: In this game, you and your friends or family create totally awesome fantasy characters, like a sword-swinging dragon Slayer or a Mage who chats with fireballs. Then, you all go on wild adventures where things explode, monsters growl, and your dice decide if you win the day... or end up as dragon dinner.

One person, the Overlord, is the storyteller. They’re the one who says, “You step into a dark cave and hear something scurrying around!” And you? You gulp, grab your dice, and roll! Want to fight the monster? Roll high! Want to talk to it and hope it doesn’t have you on the menu? Roll again and cross your fingers!

Basically, it’s a game where you pretend to be a hero, roll dice to see what happens, and (if you’re lucky) you might even find some treasure. Just try not to get lost or sat on by a troll, or you'll never live it down!

Grab some dice and your silliest ideas. It’s time to become a Dungeon Dunce!



For Mum & Dad

Oi, you lot! Tired of your little gremlins nicking your dice and using your character sheets for impromptu crayon masterpieces? Fear not, weary gamer parents! Dungeon Dunce is here to save your sanity (or at least what’s left of it after years of sleep deprivation).

This gloriously daft tabletop RPG is perfect for introducing your sprogs to the noble art of dice-chucking without bogging them down in spreadsheets and arcane rulebooks thicker than a Sunday roast. It’s light on rules, heavy on nonsense, and chock-full of the kind of ridiculous antics that’ll have your kids rolling on the floor (hopefully with laughter and not just because they've tripped over the family cat again).

Expect epic quests for the last biscuit in the tin, monsters with the intelligence of a damp sock, and heroic deeds that mostly involve running away in a blind panic. In short, it's a game where failure is fun, success is accidental, and everyone’s guaranteed to have a laugh, even you, between existential sighs.

So grab Dungeon Dunce, round up the rabble, and prepare for an evening of dice-fuelled chaos. Just don’t be surprised when your ten-year-old outplays you.



DUNGEON DUNCE RULES (Sort Of)

“A Guide for the Bold, the Brave, and the Bewildered”

Step 1: Assemble Your Motley Crew

  • One Overlord (otherwise known as a DM, likes power, says “No” a lot).

  • At least one other Dunce (hero with more luck than sense).

  • Bring dice. (d4, d6, d8, d10, d12, especially the d20, The Almighty Orb of Chaos, and percentile dice d100).

  • Snacks. Or your character starves. Emotionally.

Step 2: What Do You Even Do?

  • Overlord: Builds dungeons, spawns doom, cackles frequently.

  • Players:

    • Explore: Poke suspicious statues. Regret it.

    • Fight: Swing wildly. Hit... something.

    • Loot: If it glows, grab it. If it curses you, deny everything.

    • Fail: Frequently, dramatically, gloriously.

Step 3: How Do Things Work?

  • Roll a d20.

    • High roll = You’re amazing!

    • Low roll = The floor is now your bed.

    • Nat 20 = Overkill with flair. Basically, the thing you were fighting is now deleted. Good job.

    • Nat 1 = Epic Faceplant. Roll on the Failure Table and weep. Bad job.

Epic Fail Table (Roll d6 on Nat 1)

  1. Trip over air. Taste dirt.

  2. Yeet your weapon. It’s gone. Forever.

  3. Slip like it’s Panto Season.

  4. Attack a chair. The chair wins.

  5. Bonk self in face. Regret everything.

  6. Trip, insult a mate, drop weapon, fall flat. Dunce of the Year.

Feeling brave? Roll twice. Combine disasters. Seek therapy.


Combat (aka “Time to Regret Everything”)

  1. Initiative: Roll d20. High goes first. Low gets punched.

  2. Attack: Roll to hit the thing.

  3. Damage: Roll the weapon’s damage die. Or improvise with a baguette.

  4. Monster Fights Back: Hope your Armour Class isn’t rubbish.

  5. Repeat until someone’s crying or running.

Ability Checks & Saving Throws (aka "Oh No!")

Sometimes you’ll need:

  • Brains (rare),

  • Reflexes (worse),

  • or Dumb Luck (abundant).

Roll a d20 when the Overlord says so:

  • High = Success.

  • Low = Face full of magical bees.

  • Nat 20 = Legend.

  • Nat 1 = Overlord gets new material for their memoir.

Overlord may ask:

  • Roll under your Ability Score (easy-ish).

  • Beat a DC (Difficulty Class) (harder, and probably unfair).



Healing (Ha!)

  • Potion? Maybe 1d4 HP. Maybe regret.

  • Rest? 1 HP per day. Soooo relaxing.

  • Healer? Costs an arm and a leg. Roll d20:

    • 1–10 = Half healed.

    • 11–20 = Full heal. Start singing.

Bribe tip: Bring snacks. Better snacks = better odds.


XP? Levelling? Hah!

  • No levels. Just Milestones.

  • Be daft enough, survive, and the Overlord might reward you.

  • Glory awaits. Probably cursed.

The Golden Rule

Roll dice. Make stuff up. Try not to die laughing.


For a properly warped understanding of these so-called “rules,” snag yourself a copy of DUNGEON DUNCE The TTRPG Family Farce, the official gamebook for all things DUNCECORE (and unofficially banned by three wizarding unions and one goat). Inside, you’ll find:

  • A Loot System for Mages, Slayers, and Anyone Who Can Count Past Three

  • Magic Items so daft they should be kept in a padded bag

  • Feats so ridiculous your character sheet might sue for defamation

  • The XP System (now with extra confusion!)

  • And of course, a lifetime supply of Hungry Henrietta’s Goat Feed, because nothing says “epic fantasy” like questionable hay-based snacks

Read it, play it, regret nothing (except maybe that goat smell).





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