This game has ended, but your adventure's just beginning!
This game is in the past! But the good news? There are so many more games you can check out. Let's find your next adventure!
Fate’s Choice: A Wild Card D&D Adventure
In this fast-paced, player-driven D&D game, the table votes on one of five mystery quests. Think fast, build quick, and dive into the chosen adventure
$15.00
/ Session
Details
Once / Sunday - 3:00 PM UTC
Mar 30
Session Duration / 3–4 hours
3 / 5 Seats Filled
Top Game Master
One of StartPlaying's top-rated GMs, a player favorite and highly recommended.
Report Adventure
StartPlaying Money Back Guarantee
If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy
About the adventure
No one knows what adventure awaits—except you! In this fast-paced, player-driven D&D experience, the table will vote between five quest options, each described in just a few evocative words. All adventures are drawn from One-Shot Wonders, offering a mix of challenges and themes. Majority rules, and once the choice is made, you’ll have a few hours to create or adapt a character for the journey ahead. Whether the group ends up on a risky job, exploring an eerie ruin, or caught up in unexpected trouble, you’ll need to think fast and roll with the outcome. This is primarily a theatre-of-the-mind game, keeping the action fluid and immersive without reliance on maps or miniatures. Expect quick pacing, creative problem-solving, and an unpredictable journey where the only certainty is that the choice is yours. Perfect for players who enjoy surprises and flexible storytelling, this one-shot is all about jumping in and seeing where the adventure takes you!
Game style
Rule of Cool (RoC)
Theater of the Mind
Game themes
Meet the Game Master
About me
Hi, I’m Chris — and I have a serious addiction to D&D. Since I first started playing around 2010, I’ve never looked back. I began GM-ing in 2017, and it quickly became my passion. With my friends, I helped grow our group to about 10 players, rotating GMs every week. One of my favorite traditions was hosting an annual awards evening where all the GMs ran mini-adventures — a night full of fun, surprises, and great memories. Originally from the UK, I married a South African and now run immersive D&D Weekends out in the wilds of South Africa. Check out what it’s all about at https://waterberg-dnd.co.za. I’m all about the rule of cool over strict rules, crafting epic, player-driven stories that really bring the adventure to life. My greatest strength? Off-the-cuff improvisation — but don’t worry, my worlds are rich in detail with pages of notes for every session. I can’t wait to share some unforgettable adventures with you!
View Profile →Character creation
Creating your character
Character creation specific will be given after the adventure is chosen, at which point players will have roughly 15 minutes to creature or modify a character. Characters level will between 1 - 8, using point buy and either 2014 and 2024 content (though try not to mix and match). Adventures will be picked by majority vote, if after choosing you really don't want to play the adventure I will happily let you drop out and give you a refund. Character level will be clear when choosing adventures.
What to expect
Preparing for the session
Join the Discord server and Roll20 game, maybe have a rough idea of what sort of character you might want to play though.
What Chris brings to the table
I will bring cool adventures, occasionally maps and all my content on D&D Beyond. I'm a heavy believer in rule of cool, thus reward creative thinking rather than utilising rules as written. I do minimal voices but am very good at running theatre of mind encounters.
Homebrew rules
My playstyle leans toward Rules as Fun—I value creating an engaging experience over strict rule adherence. I’m always open to bending the rules if it makes the game more enjoyable. That said, here are a few common homebrew rules I use: - Drinking a potion is a bonus action. Giving one to another player takes a full action. - Area of effect attacks may deal double damage on a Nat 20 or none on a Nat 1. I use this more for cinematic or low-stakes moments—for example, doubling 8 damage on a Nat 1, but not 60. - Failed death saves carry over during combat (we’ll chat about this before it comes up). - When unsure if something should work, I’ll often roll odds/evens to decide. - I try to avoid players feeling useless on their turn. For example, if you save against a stun at the end of your turn, I may still let you act. Same with death saves.
Equipment needed to play
Computer
Internet
Microphone
Mobile Phone
Platforms used
Safety
How Chris creates a safe table
It is very difficult to give content warnings for wild card adventure's, but after the game has been chosen I will highlight any themes that haven't already been highlighted, and if anyone is uncomfortable with the adventure we can pick again. My DMing style is very light hearted and not afraid to quickly veil something or modify it on the fly based on vibes or direct requests at the table. If you have any concerns I always make time for players before and after a game, and try to be attentive to direct messages during a game.
Content warnings
Safety tools used

