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Tabletop Game / Bunnies & Burrows

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Imagine a new, dangerous world where everything is larger than you and ready to eat you. You and your little band of friends are trying hard to survive, learn, and grow despite the constant external threats. Even if the massive beasts don't eat you, disease and parasites are a concern. Luckily, herbalists and healers skilled at laying on hands are there to help you stay well. The main problem is that you are going to need to go out among the dangerous beasts to gather herbs and collect food. Weapons aren't an option, all you can do is outwit and outplan the enemy!

This is the world of the bunny rabbits.

Bunnies And Burrows (written by Dr. Dennis Sustaire and inspired by the novel Watership Down) is the fantasy game in which you play an intelligent rabbit. This game has been through two main versions over the years:

Bunnies and Burrows has long been recognized as a very inventive game. It was the very first roleplaying system to allow non humanoid characters, the first game to have a Martial Arts combat system (called Bun Fu), and the first game to attempt a skill system. Everything has been built with common sense and realism in mind. A lot of research went into the books and all illnesses, problems, and anatomical difficulties outlined are accurate. When it was released, it was considered "light years" more advanced than Dungeons & Dragons.

However, nobody took the game seriously because it's about bunnies. With no weapons, mythical creatures, or unrealistic magics, players were at a loss for what you could do inside the game. Many were mystified that you could make an epic adventure with rabbits and dismissed the idea as "too silly".

However, Bunnies and Burrows carries on as a cult classic due to its inventiveness, unique gameplay, and the fact it's all about bunnies. The game can be bought and downloaded here!

Tropes found in this work:

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    Character Tropes By Class 


Empathic Healer with a few extra abilities

  • Healing Factor: Transfers their good health to others in order to heal them
  • Healing Hands: Well, paws, but you get the idea.
  • Liquid Assets: May be able to transfer damage taken from healing to enemies as an attack.
  • Luck Stat: 10% less chance of going into shock when frightened or injured
  • Super Not-Drowning Skills: They can hold their breath twice as long as other classes
  • White Mage: Can be played as one one these, especially if they can reverse-heal as an attack.


Exactly What It Says on the Tin. They fight with Bun Fu.


The Medic. Only uses plants and keen senses instead of medicines and tools.


Basically a Ranger or a Ninja.

  • Action Initiative: Runners always go first unless in a state of shock, surprised, or confronted by a faster runner.
  • Back Stab: These bunnies get surprise attacks!
  • Defend Command: Runners can strike and dodge in the same turn.
  • Gratuitous Ninja: Bun Fu fighting rabbit attacks in the night!


A rogue minus the thieving, they gather information and disarm traps.


Exactly What It Says on the Tin. They have visions and get mild psychic powers.


The good old bard!


The party Rogue, focusing mainly on social skills.

    General Game Tropes 

Things Averted

The following things are averted in Bunnies and Burrows, mostly because they tend to invoke Total Party Kill unless noted otherwise.

  • Attack! Attack! Attack!: When you're a small, effectively helpless rabbit, mindlessly attacking everything you come across is a good way to get yourself killed.
  • Leeroy Jenkins: Rabbit Leeroys don't have a very long life expectancy.
  • Munchkin: It's hard to munchkin out a rabbit, especially without "real magic".
  • The Real Man: You're playing a rabbit in a world full of owls, dogs, humans and cars. You aren't going to kick anyone's ass anytime soon.