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 & Dustbunnies | The Extraordinary Adventures of Baron Munchausen | |
|---|---|---|
| Genre | Post-Apocalyptic, Fantasy | Historical, Fantasy |
| Tags | Rules-Light, Comedy, Gonzo, Beginner-Friendly, One-Shot Friendly, Theater of the Mind, Improvisation, Survival | GM-Less, Diceless, Comedy, Narrative, Improvisation, Rules-Light, Gonzo, Beginner-Friendly, One-Shot Friendly, Short Sessions |
| Core Mechanic | Decrease 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. |
| Dice | d4–d20 | Diceless |
| Complexity | Very Low | Very Low |
| Availability | Free core rules | Paid |
| Runnability | Book tools not listed | 2 of 5 book tools |
| License | Proprietary | All Rights Reserved |
| Third-Party Publishing | Not yet researched | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Castamar RPG Studio | Fantasy Flight Games |
| Year | 2026 | 2016 |
| Languages | English, Spanish | English, German, Italian, Polish, Portuguese, Spanish |
| Best For | Groups 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. |
| Highlights | The 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. |
| Considerations | Combat 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. |