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
- 2016
Session Zero
OriginFour friends discover D&D after years of board gaming. A fateful first campaign begins.
- 2017
The Uncles League
CommunityA regular game night grows by word of mouth — no ads, no algorithm. Just good sessions and better stories.
- 2018
Criticals & Fumbles Is Born
FoundedAs demand outgrows supply of DMs, C&F forms to train more hosts and support a growing player community.
- 2020
The Online Arc
PivotIn-person games pause. C&F pivots to smaller satellite games and online play — and discovers the table has no borders.
- 2021
First Public Event
MilestoneC&F runs its first D&D event for Xpidemix — taking the game beyond the living room for the first time.
- 2022
Expanding the Party
GrowthMerger talks with The Charlie Bravo Squad broaden C&F's direction. The "Learn To" series launches.
- 2023
NLB Partnership
PartnershipMonthly sessions with the National Library Board bring tabletop RPGs to new audiences across Singapore.
- 2024
Mass Event with NLB
LandmarkCollaborating with other RPG providers for a major mass event in June — C&F's largest public event to date.
- 2025
The World-Building Arc
CurrentFocus 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
Community
Everyone has a place.
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.
Collaboration
Everyone has something to contribute.
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.
Care
Everyone matters.
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
Be Present & Prepared
- •Arrive on time.
- •Learn your character — we're happy to help if you're new.
- •Keep your character sheet updated.
Share the Spotlight
- •Everyone gets a moment to shine.
- •Encourage others.
- •Let's tell the story together.
Minimize Distractions
- •Use phones only for character sheets and rule references.
- •No social media or side conversations during play.
Work With the Party
- •This is a team game.
- •Create characters with a reason to work together.
- •No party sabotage.
Respect the Table
- •Be kind and supportive.
- •Leave real-world conflict outside the game.
- •No harassment, discrimination, or bullying — zero tolerance.
DM Is Final Arbiter
- •DM rulings keep the game moving.
- •Rules discussions after the session or privately.
- •Temporary rulings keep the game moving.
Avoid Metagaming
- •Use only what your character knows.
- •No stat blocks, future plot information, or outside knowledge.
- •Ask: "Would my character know this?"
Actions Have Consequences
- •Alignments and themes are agreed upon during Session 0.
- •Evil acts need approval.
- •Choices shape the story.
No Retconning
- •What happens, happens.
- •Honest mistakes may be clarified in the moment.
- •No takebacks after outcomes.
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.
- •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
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!
Announced Rolls Only
- •Describe your action.
- •Wait for the DM to call for a roll.
- •Unannounced rolls do not count.
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.
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
Divisions

Uncle's League
World-building and RPG sessions — the DMs and storytellers who run the games and build the worlds we play in.

Project Wing
Product development — turning ideas into the tools, guides, and resources the community uses.
Art House
Podcasts and miniature painting — the creative and visual side of the hobby.
1 member