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Dungeons & Dustbunnies vs The Extraordinary Adventures of Baron Munchausen

Compare Dungeons & Dustbunnies and The Extraordinary Adventures of Baron Munchausen side by side. See differences in complexity, dice, genre, and more.

Dungeons & DustbunniesThe Extraordinary Adventures of Baron Munchausen
GenrePost-Apocalyptic, FantasyHistorical, Fantasy
TagsRules-Light, Comedy, Gonzo, Beginner-Friendly, One-Shot Friendly, Theater of the Mind, Improvisation, SurvivalGM-Less, Diceless, Comedy, Narrative, Improvisation, Rules-Light, Gonzo, Beginner-Friendly, One-Shot Friendly, Short Sessions
Core MechanicDecrease Dice: each character has one die, starting at d20, that serves as both their health and their resolution roll. To attempt a risky action, roll the die against the Difficulty your class assigns that skill; meeting or beating it succeeds, while a normal failure costs only the attempt. The die steps down a size (d20 → d12 → d10 → d8 → d6 → d4) whenever you roll a 1, take major damage, or voluntarily force the scale to convert a failure into an automatic success. A character whose die would drop below d4 falls Exhausted or dies; sleeping in a safe shelter resets it to d20 and consuming a sugar ration steps it back up one size.There are no dice. Each player starts with a purse of coins equal to the number of players, or five each with fewer than five players. In turn, a player tells a first-person tale of about five minutes on a subject another player names just before it starts. A listener with a coin may interrupt by staking one coin on an objection. The teller either keeps the coin and works the objection into the story, or pushes it back with a coin of their own. A refused objection normally goes back and forth, one coin and one insult at a time, until one side backs down and takes the pile. A teller who backs down must then use the objection. After everyone has told a story, each player gives their whole remaining purse to the story they liked best, never their own, and the largest pile wins.
Diced4–d20Diceless
ComplexityVery LowVery Low
AvailabilityFree core rulesPaid
RunnabilityBook tools not listed2 of 5 book tools
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherCastamar RPG StudioFantasy Flight Games
Year20262016
LanguagesEnglish, SpanishEnglish, German, Italian, Polish, Portuguese, Spanish
Best ForGroups who want a quick, comedic one-shot or short campaign as thumb-sized survivors scavenging a household that has become a hostile wilderness, with a ruleset light enough to read in a few minutes before the first session.Groups who want a short, GM-less party game of competitive boasting that needs only a handful of coins and quick wits, including tables new to roleplaying.
HighlightsThe Decrease Dice mechanic collapses health and resolution into a single die, so every roll both tests the action and visibly wears the character down as the die shrinks toward d4. Forcing the scale lets a player turn any failure into a guaranteed success by stepping their die down a size, making each clutch moment a deliberate trade of long-term stamina for an immediate result. Monsters are rated by a Threat Die that attacks and spells whittle down, and several (the chitin-armored cockroach, the static-charged dustbunny) shrug off ordinary weapons until players expose a weak spot or switch to fire, water, or magic.Objections are wagers, so a sharp teller invites interruptions that can be woven in and pockets each accepted stake. Appendix One gives 186 ready-made story subjects that a player can hand to the next teller. Two coin-free versions for online play let the game run asynchronously over email or a forum, or live in text chat.
ConsiderationsCombat has no initiative or turn order (the GM narrates enemy intent and players react with defensive rolls), so there is little structure for tactical positioning. Rolling a 1 on any skill check (including routine Stealth, Alertness, or social rolls) steps the die down the same as taking a hit in combat, so avoiding unnecessary rolls becomes a survival strategy rather than a purely narrative choice. There is no advancement system: skills are fixed at character creation and the Decrease Die only ever recovers to its starting size, so characters do not grow mechanically over a campaign.A storyteller normally improvises a tale of around five minutes on a subject named moments before, which can put hesitant players on the spot. There are no advancement or campaign rules, so play suits one-off evenings rather than long campaigns. The core game assumes drinks are flowing, and a player who declines to tell a story must buy the company a round.