Tonight's lead story
A diner that feeds the lost.
Today's Specials is a GM-less RPG about a traveling diner that lands wherever it's needed. One session, one job, four players or one. This is your menu.
The diner appears. Someone needs feeding, but you won't know what they need until you start cooking. That's the game. Build a job from four flips of a card. Walk out into wherever you've landed and find what you can. Pass the sketchbook around the table and shape the dish together. Pitch it. Read the reaction.
You don't need a referee. The cards are the oracle. The job is the constraint. The story emerges in the moment between ingredients.
Inside this issue
Where We Travel
Why the diner travels space-time, what the three seeds are, and how to set up your first session.
- Pg. 2Introduction to Today's SpecialsWhat Today's Specials is and what it feels like to play
- Pg. 3The WorldThe traveling diner, the mystery sender, and how it all works
- Pg. 4The SeedsThree mysterious objects in every kitchen: recipe cards, order tickets, and the chalkboard
- Pg. 5Session 0Before the first job: build your restaurant, create your characters, and find out why you cook.
- Pg. 6Session 0 — Restaurant NameFlip a card. Red or black sets the column. Rank gives you the name.
- Pg. 7Session 0 — Restaurant TaglineFlip again. Red or black sets the column. Rank gives you the tagline.
- Pg. 8Game LoopA single-page diagram of the full session arc: Job → Explore → Cook → Present.
Tonight's Cooks
Pick a class, find your calling, and bring something nobody else can to the table.
- Pg. 9Character Creation: ClassFlip a card. Your suit is your class.
- Pg. 10Character Creation: PersonalityFlip a card. Your rank is your personality.
- Pg. 11Character Creation: CallingFlip a card. Your rank is your calling. Why you cook.
- Pg. 12Character CreationThree card flips. Suit = class. Rank = personality. Rank = calling. Draw yourself.
Today's Specials
The complete session: build a job, explore, cook, present. The heart of the game.
- Pg. 13Build the JobThe diner has landed. The orders are on the rail. Build the job that's waiting for you.
- Pg. 14Job Creation: ClientFlip 1. Rank only. Who hired you?
- Pg. 15Job Creation: EventFlip 2. Rank only. What's the occasion?
- Pg. 16Job Creation: LocationFlip 3. Rank only. Where are you cooking?
- Pg. 17Job Creation: UrgencyFlip 4. Rank only. How many exploration flips do you get?
- Pg. 18ExplorationFlip a card. Find out what's there. Draw it, act it, narrate it. Repeat until flips run out.
- Pg. 19Exploration: Red Cards (Organic)Hearts and Diamonds. Living things. Suit determines disposition.
- Pg. 20Exploration: Black Cards (Inorganic)Clubs and Spades. Built or constructed things. Suit determines condition.
- Pg. 21CookingCard flip → prompt → 30 seconds → pass the sketchbook. One round = one dish.
- Pg. 22Cooking: Red Cards (Edible)Hearts and Diamonds. Something edible. Suit determines how much.
- Pg. 23Cooking: Black Cards (Presentational)Spades and Clubs. Something that frames or finishes the dish. Suit determines prominence.
- Pg. 24PresentationHold up the dish, pitch in character, flip a card, get a reaction.
- Pg. 25Presentation: Client ReactionsOne card flip. Rank = client reaction. Every result is a punchline.
Sides & Extras
Tables, generators, complications, and a sample story for when you need to look something up.
- Pg. 26Misc TablesDish name generator and complication table. Optional. Same mechanic as everything else.
- Pg. 27Misc: Complication TableWhen something goes sideways. Red = person problem. Black = thing or situation.
- Pg. 28Misc: Dish Name GeneratorFlip one card after cooking. Red = humble and warm. Black = formal and considered.
- Pg. 29Example PlaythroughA complete session shown in action. One group, one job, all four beats.
- Pg. 30CreditsWho made it, acknowledgments, and where to find more.
- Pg. 31Play Examples in Different WorldsOptional inspiration. The same game in fantasy, cyberpunk, and cartoon worlds.