About

Good Players Make Good Tables. Good Tables Make Good Stories.

C&F started with a few friends playing D&D. It grew into something we never quite expected: a community built around the belief that the best games aren't just about the stories we tell, but the people we tell them with. We create original TTRPG adventures rooted in fantastical worlds, local stories, fairy tales wrapped in horror, ancient Temasek, modern Singapore in a zombie apocalypse, and everything in between. D&D was the excuse. The people became the reason.

Vision

Great adventures aren't measured by victories—they're measured by the stories we create together.

Mission

Build community. Inspire creativity. Create unforgettable stories. Make every player feel welcome.

History

  1. 2016

    Session Zero

    Origin

    Four friends discover D&D after years of board gaming. A fateful first campaign begins.

  2. 2017

    The Uncles League

    Community

    A regular game night grows by word of mouth — no ads, no algorithm. Just good sessions and better stories.

  3. 2018

    Criticals & Fumbles Is Born

    Founded

    As demand outgrows supply of DMs, C&F forms to train more hosts and support a growing player community.

  4. 2020

    The Online Arc

    Pivot

    In-person games pause. C&F pivots to smaller satellite games and online play — and discovers the table has no borders.

  5. 2021

    First Public Event

    Milestone

    C&F runs its first D&D event for Xpidemix — taking the game beyond the living room for the first time.

  6. 2022

    Expanding the Party

    Growth

    Merger talks with The Charlie Bravo Squad broaden C&F's direction. The "Learn To" series launches.

  7. 2023

    NLB Partnership

    Partnership

    Monthly sessions with the National Library Board bring tabletop RPGs to new audiences across Singapore.

  8. 2024

    Mass Event with NLB

    Landmark

    Collaborating with other RPG providers for a major mass event in June — C&F's largest public event to date.

  9. 2025

    The World-Building Arc

    Current

    Focus turns inward — building an integrated world-building and story group. The lore deepens. The worlds take shape.

Philosophy

Good Players Make Good Tables. Good Tables Make Good Stories.

Tier I — Values

I

Community

Everyone has a place.

InclusionHospitalityBelongingRespect

We make room for people. We welcome them, include them, and create a space where people can belong. There is always room for one more at our table.

II

Collaboration

Everyone has something to contribute.

TrustContributionCreativityGenerosity

We don't come merely to play. We come to create something together. Everyone gets a voice, a spotlight, and a chance to make the story better. The best stories are the ones none of us could have created alone.

III

Care

Everyone matters.

IntegrityEmpathyAuthenticityEmotionally Invested

We remember that the people are more important than the game. We invest in one another, give each other grace, and let relationships become real. The game ends. The people remain.

Tier II — Feelings

Your Seat

Identity — "Everyone has a seat. This one's yours."

You have a specific place at this table — your weirdness is a feature, not a bug.

Everyone has a seat. This one's yours.

Your Party

Belonging — "A good party watches each other's backs."

You're not a guest here. You're part of the party. That means looking out for each other — at the table and after the session ends.

A good party watches each other's backs.

Your Campaign

Place — "The story only works because you're in it."

You're not just attending. You're part of the story being written.

The story only works because you're in it.

Tier III — Outcomes

A Guild That Runs Itself

Still rolling, years later.

When the culture is strong enough, no single person holds it together. New members become old members. Old members become legends.

Still rolling, years later.

Worlds Worth Returning To

The homebrew so good it becomes canon.

When DMs build on each other's work, you get worlds with weight — places people actually want to explore, revisit, and protect.

The homebrew so good it becomes canon.

Friends Who Know Your Alignment

They've seen you roll a nat 1 and stayed anyway.

The friendships that started over a character sheet and turned into something that fits in your actual life — not just your Thursday nights.

They've seen you roll a nat 1 and stayed anyway.

Code of Conduct

How we play together, every session.

Table Expectations

1

Be Present & Prepared

  • Arrive on time.
  • Learn your character — we're happy to help if you're new.
  • Keep your character sheet updated.
2

Share the Spotlight

  • Everyone gets a moment to shine.
  • Encourage others.
  • Let's tell the story together.
3

Minimize Distractions

  • Use phones only for character sheets and rule references.
  • No social media or side conversations during play.
4

Work With the Party

  • This is a team game.
  • Create characters with a reason to work together.
  • No party sabotage.
5

Respect the Table

  • Be kind and supportive.
  • Leave real-world conflict outside the game.
  • No harassment, discrimination, or bullying — zero tolerance.
6

DM Is Final Arbiter

  • DM rulings keep the game moving.
  • Rules discussions after the session or privately.
  • Temporary rulings keep the game moving.
7

Avoid Metagaming

  • Use only what your character knows.
  • No stat blocks, future plot information, or outside knowledge.
  • Ask: "Would my character know this?"
8

Actions Have Consequences

  • Alignments and themes are agreed upon during Session 0.
  • Evil acts need approval.
  • Choices shape the story.
9

No Retconning

  • What happens, happens.
  • Honest mistakes may be clarified in the moment.
  • No takebacks after outcomes.
10

Be Curious, Ask Questions!

  • No question is too small.
  • We're here to help each other learn and play.

Safety & Comfort

Your comfort comes first. Always. Player comfort always outweighs narrative consistency.

PauseTime-outBreakFade-to-BlackRedirectionRetconStep Out
  • Speak up anytime.
  • No explanation is needed in the moment.
  • Respect topics and boundaries.
  • Respect names, pronouns, and personal space.
  • Player comfort always outweighs narrative consistency.

Dice & Rules

11

Let the Dice Decide

  • The dice are king.
  • Once a roll is made, the result stands.
  • Success and failure both create stories.
  • Embrace every Critical and every Fumble!
12

Announced Rolls Only

  • Describe your action.
  • Wait for the DM to call for a roll.
  • Unannounced rolls do not count.
13

Optional House Rules

  • Rule of Cool — big ideas are awesome (with risk!).
  • PvP needs consent from everyone.
  • One Last Action — a hero's final moment.
14

Have Fun

  • We're here to tell stories, roll dice, and have a blast.
  • Don't take bad rolls personally.
  • We play with each other, not against each other.

Activities

Multi-system RPG CampaignsAnnual RPG EventsOne-shotsWorld-buildingLive Streaming & PodcastsMiniature PaintingLearn To SeriesNLB Monthly Sessions

Divisions

DM & Story Group

World-building & RPG Sessions

Project Wing

Product Development

Art House

Podcasts & Miniature Painting

Want to roll with us?