TTRPG Prompt Improv with Oh Captain, My Captain

In a traditional tabletop role-playing game, the narrative cannot hold without a Game Master. Someone has to prep the maps, memorize the stat blocks, and play the part of every shopkeeper and villain in town. But in Oh Captain, My Captain!, released in late 2024 by Adams Media, the center is intentionally left hollow—a silhouette waiting to be filled by improvisation of the players.

Written by James D’Amato—the improv-trained podcaster behind the One Shot network—this isn’t a 400-page tome of rules. It is a $19.99 deck of 95 cards that functions less like a game of Dungeons & Dragons and more like a high-stakes improv workshop with a “knife tucked in its boot.”

The Silhouette at the Helm

The premise is deceptively simple: you are the crew of a legendary Captain. You might be space marines, 18th-century pirates, or even a high school debate team. The genre is decided in a single sentence at the start of play. You then select one of 15 “Captain” cards—portraits that suggest a vibe (a weary cyborg, a regal monarch, a rugged pilot) but offer no stats.

“The captain cards are not canon,” D’Amato has noted in interviews. “Nothing exists until someone adds it to the story by talking about it.”

The game is “Descended from the Queen,” a mechanical lineage started by Alex Roberts’ 2019 masterpiece For the Queen. It relies on a deck of prompts that players draw and answer in character. There are no dice to roll and no math to calculate. Instead, you are asked questions that force you to define your relationship with the Captain: “What rumor about the Captain refuses to die, even though you know it’s true?” or “When did you first realize the Captain frightened you?”

Improv with Teeth

D’Amato’s background at Chicago’s Second City and iO is the invisible engine here. In improv, the cardinal rule is “Yes, And”—accepting a peer’s contribution and building upon it. In Oh Captain, My Captain!, this becomes a tool for generative worldbuilding. When one player decides the Captain has a mechanical heart, the next player might explain why it’s currently failing.

However, where many party games strive for levity, D’Amato’s prompts often lean into the toothy side of storytelling. The game explores the complicated and often parasitic relationships we have with people we admire. It asks what you are willing to sacrifice for a leader who may or may not deserve your loyalty. By the time you reach the “Decision” card—roughly 30 to 60 minutes into the session—the table must vote on the Captain’s ultimate fate based on the history they just invented.

Safety at the Speed of Play

Because the game invites players to dig into themes of fear and betrayal, it includes a built-in safety tool: the X-card. If a prompt or an answer makes someone uncomfortable, simply tap the card and the content is edited out. The game moves on—no questions asked. It’s a modern necessity for a game that asks players to be vulnerable in the span of a lunch break.

The Verdict

Oh Captain, My Captain!  proves that you don’t need a 20-sided die to generate tension. You just need the right question and a group of friends willing to lie for a Captain who doesn’t exist. Whether the story ends in a glorious mutiny or a tragic sacrifice, the game leaves you with the realization that the most dangerous thing on any ship isn’t the kraken or the asteroid field—it’s the person leading you toward them.

Scroll to Top