The game-master’s favorite niece wants to try a fantasy role-playing game, but insists on a few things. First and foremost, everyone has to be a princess. Her friends want to be (in no particular order) a witch, Snow White, Sailor Moon, and anywhere but there. What’s an uncle to do? So he gets together his dice, his maps, and his source books, and tries to show the girls his idea of a fun time. Too bad it doesn’t necessarily jive with how they want to play.
On the one side, we have a story about learning how to get along and cooperatively tell a story. On the other, we have a high fantasy adventure like no other, where the players’ dice rolls are changing the direction of the story in ways that the poor gamemaster never intended it to go. What does one do when the adventurers decide to have a picnic instead of actually look for treasure, after all?