About
Good Players Make Good Tables. Good Tables Make Good Stories.
C&F started with a few friends playing Dungeons & Dragons in a living room. 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. Now. we create original TTRPG adventures rooted in homebrewed 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.
Activities
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 & Behaviours
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.
Divisions

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

Project Wing
Under their wing, they provide the care the community requires to collaborate efficiently. Project Wing turns ideas into the tools, guides, and resources for the community. The Project Wing is in charge of: 1. Major Events Planning and Management 2. Content Direction and Development 3. Resource Procurement, Sourcing and Development 4. Merchandising 5. Community Development 6. Partner/Vendor Management 7. Project Management
1 member

The Workshop
In the shop, we work on all backend stuff that helps our community look good doing what they do. We support all artistic and technical requirements of the group. Currently, the Workshop produces: 1. Miniature Painting 2. Podcasts productions 3. Web and Applications development 4. Technology adoption and direction 5. Projects Support We work closely with partners to help deliver our requirements.
1 member
How It All Comes Together
Uncle's League runs the games — homebrew Dungeons & Dragons, Zombicide, and Infinity RPG campaigns, including Temasek Tales' historical fiction and alternate-history take on ancient Singapore. Project Wing builds the tools and guides that keep Singapore's role-playing games tables running. The Workshop creates the podcasts, actual-play recaps, and painted miniatures that bring it all to life. Together, the three divisions make Criticals and Fumbles home for Singapore's Dungeon Masters, players, and wider tabletop gaming community.
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.
AI Charter
AI is a topic people feel differently about, and that is understandable.
At Criticals & Fumbles, we are not here to tell anyone what they should think about AI. We simply want to be open about how we use it, what matters to us, and the principles that guide our choices.
This isn't a rulebook. It's a compass.
People first, always
What is good for the DMs and the players?
Community, collaboration, and sincerity come before any tool we use. Technology should support the people at the table and help us create better experiences together. Every decision starts with a simple question: What is good for the people playing? What a tool can do matters less than whether it adds something meaningful to the experience.
AI is a tool
work faster, explore more possibilities
We use AI in several ways, from designing posters and building our website to developing worlds, shaping ideas, and preparing sessions. It helps us work faster, explore more possibilities, and spend more time on the parts of the hobby we enjoy most. AI can help us build the world, but it is the people around the table who bring that world to life. If a tool does not ultimately serve the table or the community, then it has little value to us.
At the table, the story is still yours
AI can help you prepare. You still make the choices.
This principle applies to players too. If AI helps you brainstorm a backstory, develop a character idea, organise your notes, or prepare for a session, that is entirely up to you. What matters to us is that the choices, conversations, surprises, and memorable moments at the table still come from the people playing. The story matters because you are part of it.
We recognise its limits
AI can suggest. People still decide.
AI can be useful, but it is not infallible. It can make mistakes, misunderstand context, reproduce bias, and sometimes produce information that sounds convincing even when it is incorrect. It also needs to be used carefully when personal or sensitive information is involved. We therefore treat AI-generated material as a starting point, not a final answer. We also take care with personal information, including names, contact details, and personal stories, and aim to handle such information responsibly and in line with applicable privacy requirements.
We stand behind what we publish
Human judgement is the final step before anything goes out under our name.
Whatever tools are used in the creative process, responsibility for the final work remains with the person or organisation publishing it. If something goes out under the Criticals & Fumbles name, we stand behind it, whether AI helped with the idea, image, wording, design, or not at all. We do not currently label every piece of work that has involved AI assistance. That reflects where we stand today, and it may evolve as technology, expectations, and community norms change.
Different views are welcome
Nobody needs to share the same view of AI to share a table with us.
Some of us are excited about AI. Some are cautious about it. Others may prefer not to use it at all. All of those perspectives are welcome. We would rather make room for respectful conversation than let differences over technology become a barrier to enjoying the hobby together. If you have a concern about how we use AI, or simply see things differently, talk to us. Our Discord and community spaces are there for those conversations too. That is what helps keep this a compass rather than a wall.
This is who we are trying to be
Good players make good tables. Good tables make good stories.
This charter is not a policy binder or a final word on AI. It is a statement of intent, something we will revisit as the technology changes, our community grows, and our own thinking develops. The tools will change. The hobby will change. But the things that make tabletop gaming special remain simple.
Good players make good tables.
Good tables make good stories.
That was true before AI, and we believe it will remain true whatever comes next.