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March 1, 2025

The Three-Word Game We Played at Dinner

How a simple kitchen-table game became the seed for an app — and why the constraint is everything.

It started, like most things, with boredom.

Not the bad kind. The post-dinner, everyone-still-at-the-table kind. Dishes done, nowhere to be, the kind of evening that used to just turn into everyone reaching for their phone.

Someone — I honestly can’t remember who started it — said a few words. The next person added three more. And suddenly we were building something ridiculous and wonderful together, and nobody wanted to stop.

The rules were simple, and that simplicity turned out to be everything.

Each person adds exactly three words. That’s it. No more, no less.

The constraint sounds arbitrary, but it isn’t. Three words is short enough that even a six-year-old can contribute without feeling put on the spot. It’s long enough that you can actually move the story forward. And the hard stop at three means you can’t hog the story — you have to hand it over, trust the next person, see what they do with it.

We played it with our daughter when she was small. We played it with cousins during holidays. We played it over the phone with grandparents, reading the story aloud line by line, everyone laughing at the turns nobody saw coming.

The thing about collaborative storytelling is that no individual is responsible for where it goes. That’s the freedom in it. You can’t write yourself into a corner because you only have three words before someone else takes over. A dragon can appear. A dragon can turn into a librarian. A librarian can move to the moon. Nobody planned it. Everyone made it.

What I noticed, playing with kids especially, was how quickly they relaxed into it. There was no wrong answer. There was no story you were supposed to be telling. The only rule was: three words, then you pass.

My daughter — she’s 13 now, genuinely talented at art and storytelling in ways that still surprise me — used to draw the scenes on whatever paper was nearby. A napkin. A receipt. The back of an envelope. I’d watch her scribble a dragon-librarian on the moon and think: this is exactly the kind of thing that should exist somewhere. Not just in our dining room.

That thought sat with me for a while.

The kitchen table game had no app. No interface. No way to play it with someone who wasn’t physically in the room with you. And no way to save what you made.

Every story we ever played disappeared when someone pushed back their chair and called it a night.

That bothered me more than it should have.


I’m a builder by nature. I see something missing and I start imagining what it would look like if it existed. The three-word game deserved to exist — properly, with a save button, with a way for families who aren’t in the same room to play it together, with something to show for it at the end.

I started thinking about what that would actually require.

What follows here — and in the posts ahead — is the story of building it.

It took longer than I expected. It went in directions I didn’t anticipate. And somewhere along the way, the thing I was building started to feel like something worth sharing.

This is how it happened.

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