Friday Night D&D – The Losers Club

Friday Night D&D – The Losers Club

Now, you might recognize The Losers Club from It by Stephen King. That’s not what we’re going for in this case. Our Losers Club is going to be a specific mechanical thing that is going to make an interesting game and a lot of progression for the characters.

In this campaign, I have an idea that can be added into any campaign, plus a fun way that you could use it in a new idea. The idea of the Losers Club in some ways comes from the movie Mystery Men. The “heroes” in the movie are worthless to start out with, but eventually become actual heroes, kind of. And that’s what we want to show off here in this campaign, the hero going from no one into a hero.

The PC’s are actually going to be that rag tag group that isn’t all that good at what they are supposed to be good at. In fact, the requirement for character creation is that you put your worst stat into your class stat. It’s obvious for some classes what this is, but if a rogue has a 6, that goes into dexterity, if a wizard has an 8, that’s going into intelligence. We’re creating a real inept band of adventurers who are going to become heroes.

Image Source: Encounter Roleplay

This is going to give the players a really interesting chance to roleplay, because you’re going to have some odd stats and odd ways that you need to play. Maybe you spend your stat bumps to make you into a normal character that is doing what’s expected, or maybe you have a tank wizard.

As for the actual campaign itself, I think that this group of inept adventurers is going to be trying to make a name for themselves, and you lean into their story of trying to defeat some evil organization that is out there. However, when they successfully take down a small gang, the city guard and mayor shouldn’t believe them that it was them because they are too inept and the guard/mayor didn’t see it. There was no one there to tell them that the adventurers had actually done it.

After this happens a few times, and you’ll have to give the players some strong hook into the adventure so that they don’t leave the town. I’d give them some family in town or some love interest, something like that. You can also have them, after a few successful battles, have the end of a fight witnessed or something like that, so the players start to have their characters get recognized.

I’d do a fairly over the top villain for this campaign who isn’t really inept, but likes to monologue and comes up with extremely complex plots. This is going to create a lighter and funnier feel to the game, so when the players aren’t getting noticed, it can have that goofy, over the top feel as well. In fact, I’d have some fights where the city guard shows up seconds after the fight has ended, but just missed it.

Image Source: D&D Beyond

Alright, one funny fight idea, in the streets, probably evening when there aren’t as many people out and about, the players fight some gang of the BBGE’s. The city guard is out in the street, but they are helping an old lady get her cat out of a tree a block away. They are so focused on that, that they miss the whole fight, and you can narrate at the start of each round how the city guard are not seeing what is going on.

Like I said, I think you could slap this idea onto any campaign idea that you have. However, keeping it lighthearted will probably make the game seem better in the eyes of the players. You don’t want to have a very serious game where most of the time they have to run away from a fight because they aren’t strong enough and have to grind their way up.

What do you think of this idea? Would you want to play in a game like this?

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