The Gamorrean and the Pie

Using the World’s Shortest Adventure as a Framework for WEG D6 Star Wars Sessions

In 2001, RPG designer Monte Cook wrote a famous parody adventure called “The Orc and the Pie.”, probably the shortest complete adventure ever written. I even blogged about it HERE

The premise was simple:

  • An orc has a pie.

  • The PCs want the pie.

  • The PCs kill the orc and take the pie.

  • The pie tastes good.

It’s obviously a joke.

But beneath the humor is a perfect minimalist adventure framework, and it adapts surprisingly well to running short episodic sessions in the WEG D6 Star Wars RPG.

All you have to do is change one thing.

The orc becomes a Gamorrean.

The Gamorrean and the Pie

In a Star Wars context, the structure becomes:

Adventure Background:
A Gamorrean has a pie.

Adventure Hook:
The PCs want the pie.

Room 1: The Gamorrean’s Pie Room

You see a Gamorrean with a pie.
The room is 10 meters by 10 meters.

Creature:
A Gamorrean.

Treasure:
A pie.

Conclusion:
Pie tastes good.

Ridiculous?

Yes.

Also structurally perfect.

Because underneath the parody lies the core anatomy of every RPG scene:

  1. Motivation

  2. Location

  3. Obstacle

  4. Resolution

  5. Reward

And that structure works beautifully for short Star Wars episodes.

The Rebel Episode Model

These short adventures function like episodes of Star Wars Rebels, which leads directly into the events of Star Wars: Episode IV – A New Hope.

Each small story expands the larger narrative.

Individually they are small missions.

Together they become the backstory of the campaign.

Think of them as Character Episodes that take place before or between the main sessions.

Why This Works Perfectly for WEG D6

The Star Wars: The Roleplaying Game system thrives on cinematic scenes.

The game is built around quick action:

  • skill rolls

  • daring escapes

  • fast combat

  • clever improvisation

Which means a 1–2 hour session is often more than enough time for a complete story.

The Gamorrean and Pie structure keeps things tight and focused.

The Core Framework

Every short session uses the same structure.

1. The Hook

Why is the character doing this?

Examples:

  • A smuggler needs to retrieve a hidden cargo.

  • A pilot must run a dangerous hyperspace route.

  • A Force-sensitive character feels a disturbance.

  • A slicer needs to access an Imperial terminal.

This is the pie.

2. The Location

Just like the original adventure:

The room is 10 feet by 10 feet.

Keep locations tight and manageable.

Examples:

  • a docking bay

  • a cantina booth

  • a cargo freighter corridor

  • a maintenance tunnel

  • a communications tower

Small locations make sessions fast and focused.

3. The Obstacle

This is the Gamorrean.

Something stands between the character and their goal.

Examples:

  • an Imperial patrol

  • a bounty hunter

  • a locked data vault

  • a suspicious customs officer

  • a rival smuggler

One obstacle is enough.

4. The Reward

The pie.

But in Star Wars it might be:

  • hyperspace coordinates

  • stolen Imperial data

  • a new ally

  • a hidden rebel contact

  • a crate of blasters

  • information about the Empire

5. The Resolution

The character succeeds.

Or fails.

Either way, the story moves forward.

Session Zero: Skill Training Episodes

These sessions are perfect for Session 0 in a WEG D6 campaign.

Instead of simply building characters and talking about rules, each player runs a short training or proving mission.

The goal is simple:

Let players practice their primary skills.

Force Users

The Hook:
A strange feeling in the Force draws them to an abandoned shrine.

The Location:
A ruined temple chamber.

The Gamorrean:
A malfunctioning security droid or dark side artifact.

The Pie:
A moment of connection to the Force.

Players practice:

  • Sense

  • Control

  • Alter

  • perception rolls

  • resisting fear

Pilots

The Hook:
Deliver a cargo through an Imperial patrol zone.

The Location:
An asteroid field.

The Gamorrean:
Imperial TIE fighters.

The Pie:
The successful hyperspace jump.

Players practice:

  • Space Transports

  • Astrogation

  • Shields

  • starship combat

Soldiers / Combat Characters

The Hook:
Recover stolen weapons.

The Location:
An abandoned refinery.

The Gamorrean:
Mercenaries guarding the crate.

The Pie:
A cache of blasters.

Players practice:

  • Blaster

  • Dodge

  • tactics

  • cover mechanics

Tech Specialists

The Hook:
Break into an Imperial relay station.

The Location:
A communications tower.

The Gamorrean:
Encrypted Imperial systems.

The Pie:
Access to restricted transmissions.

Players practice:

  • slicing

  • repair

  • security bypass

  • sensors

Building the Larger Story

Each of these tiny adventures plants seeds.

The cargo shipment from one session becomes the focus of another.

The Imperial officer from a pilot episode becomes a recurring villain.

The Force vision from Session 0 hints at the campaign’s larger mystery.

Just like Rebels eventually feeds into A New Hope, these small stories become the foundation of the larger campaign.

The Secret Strength of the Gamorrean and the Pie

A good adventure does not require a huge dungeon.

Or a complicated plot.

Sometimes it only needs:

  • A goal

  • A place

  • An obstacle

  • A reward

That’s enough.

Run enough of these small episodes and something remarkable happens.

The players stop remembering individual sessions.

Instead, they remember their history together.

And it all started with something very simple.

A Gamorrean.

And a pie.

COMING Soon to The Mystic Syndicate

DM Ed

I have been an avid TTRPG gamer since 1981. I am a veteran, blogger, accredited play tester, and IT professional. With over 40 years of experience in the RPG gaming industry, I have seen the evolution of Sci-Fi, Horror, Fantasy movies, television and games the early days to the latest virtual reality technology.

https://www.DrunkardsAndDragons.com
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