What. Wendy's made a free tabletop RPG about fast food kingdoms.
Very weird. It's D&D5E-like (but not explicitly; it isn't OGL, it doesn't use any WotC trademarks, but it rips 5E off completely), very rules-light. I don't like all the 4d4 rolls (some Wendy's marketing thing is "4 for 4", so this pun is all over), otherwise it's unexceptional.
I do like this variation on critical:
FEAST MODE
If you roll a 20 on an attack or skill roll, you go into FEAST MODE. You do the maximum amount of attack damage, plus an additional roll of the normal attack dice. You also get advantage on your next roll, making going into FEAST MODE again even more likely. Going into FEAST MODE can completely change the tide of a confrontation.
Likewise, rolling a 20 on any skills check will result in your character’s best possible outcome in their current situation. After all, you went into FEAST MODE.
The equipment list is ridiculous, with Ukuleles, Tiaras, healing by eating Chicken Nuggets, fishing poles. Armor's silly (Apron, Red Polo Black Visor, etc.) but an interesting idea: Some adds to Defense, some to Arcana (magic stat) or Grace (dexterity). Weapons range from Spoon (1d4) to Cast-iron Skillet (3d6). I kinda want to steal a bunch of these stupid ideas.
The book gives you buffs/debuffs based on the food the player eats, obviously encouraging Wendy's food and not anyone else's. What a bunch of jackasses.
The classes are Order of the Chicken (magic-user/thief depending on subclass, 5 subclasses), Order of the Beef (fighter, 4 subclasses), Order of the Sides (spoony bards, 5 subclasses). The powers are jokes but overpowered if you did play them out, and it goes up to level 5; there's no experience, the adventure just says "everyone levels up" after each boss fight. No choices anywhere, just roll stats, pick class, go.
PCs can't actually die, just pass out from hunger and then wake up when the team camps. I guess you could TPK a group, and that'd be a sweet merciful release to death.
So then there's the adventure, which is a pretty standard 5E railroad with five chapters and a couple side-quest areas; zero difference between this and any "adventure path" or recent WotC adventure book, except the branding is different. Some puzzles aimed at small children or drunk frat boys, some very silly monsters. Queen Wendy ("of the Clapback" which either means something very different than I think, or is rather rude) commands heroes who brave the french fry forest to yadda yadda light a bacon beacon, yadda yadda go murder an ice clown in his funhouse and castle. Dave is dead which by my understanding of the rules can't happen, so I suspect Wendy froze him into a statue to seize the throne. Really no sillier than that Chult book.
The art, maps, and layout are very professional (aside from the maps being so linear even Disney couldn't run them as rides), it really makes it clear how commercial-friendly Wizards of the Coast & Paizo are, as if He-Man was selling junk food instead of toys.
★★☆☆☆
Back in the latter days of TSR, Inc, there was a module WG7 Castle Greyhawk, with 13 short comedic adventures by different writers around the themes of Gary's mega-dungeon (some humorless people really take offense to this module; I think it's a funny homage and several levels are great). Level 8: Of Kings & Colonels, by John Nephew (who wrote for TSR, Ars Magica, and Over the Edge) covers a similar gag, with a cavern wilderness fought over by Colonel Sandpaper and King Burger. But he wasn't being paid by KFC to say how great their chicken parts in a bucket are.