The Director Welcomes You

The Obnoxiously Future Agent

#dd3b67

Location

Warm, Overcast France

Time of Day

11:50

Extraction Point

170 Miles W

Time to Complete

23 Hours

Eyeballs,
This week should be easy. You are delivering a Staircase that has been hollowed out. Get to France at 18:09

Good Luck.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Lauren Morgan

Alias

"Indigo Cyclops"

Features

6' 8"

Green eyes

Faint curved scar / Left middle finger

Organization

The Incorporated of Unsightly Hairdryer

Emotions

Interested

Personality

Obnoxiously Some

Motive

Take over a government to achieve their destiny

Bodyguard

Bobby the "Crooked Zombie"

Physical Size

Gigantic

Story

Additional Locations

The Future Palace

Crowded Business

Well-being Reef

Random Events

Softball Balances on a ledge

Carcass Is being detained

Deadbeat grabs a lady's purse

Dracula Is being kidnapped

World

Stores

Ryder's Staircase Labs

Rodgers's Brass Replica Emporium

Stephens's Telescope Technologies

Graham's Stamp Set Department store

Traps

Wall Blade

Dropping Ceiling of Oblivion

Objects

Staircase that has been hollowed out

Telescope that is glowing

Secret Brass Replica

Hidden Bracer

Rapier of Oblivion

Wand of Wonder

Target vows to forego all magical healing for one full year

People

Name Codename Career Likes Dislikes
Serenity Rodgers "Chunky Muscles" Merchant Video Games Acorns
Xavier Stephens "King Fingers" Mole Paperclips Paper
Mackenzie Patton Optimistic Television Honey
Ryder Harmon Firefighter Cats Chili
Guy Graham Railroad Conductor Whipped Cream Money

Cipher



                

                
 
                

                

                

                

                

                

The Fuck Is This?

After years of playing Dungeons & Dragons, I decided to make a variation where everything is improv. The DM knows as much as the players and you tell a story together - sitcom style. We use this site as a quest starter, think of some characters, and see how much we can make each other laugh.

It's designed to be simple, portable, and dependent on being creative & inventive. I wanted a framework to guide the plot forward but let us find the story. This page is just a guide to help the stories become too redundant - take as much as you want, ignore as much as you need. If you want to follow along with our adventures or read some examples, check out my personal story notes.

This concept and site was crafted by Andrew Maruska with linguistic help from Evan Stark

But how?

The Most Important Rule

Be Silly. The goal is to laugh not to have a normal adventure. Someone wants to go to the moon? Fuck yeah they do and we're going to do it with medieval technology.

Set Up

Give the players a home base, a year they want to play in, and some general ownership of the setup. It's more successful when everyone has helped create the world because when a player makes suggestions it's easier to integrate them without feeling too precious. It helps to have a figurehead that assigns the quest to authoritatively start.

Characters

90% of creating a character here is a funny voice you're forced to talk in for 3 hours. I typically have people pick one trait they want to be good at and give them a slight advantage when using that - and the same for a negative trait. Don't overcomplicate it. They wanna be a skateboarder who can't feel love? perfect. +2 to cool & -2 to social acceptance.

Rolling

This can be whatever you want but as a general rule I use d20's as a graded scale. Sometimes, I craft the roll to mimic the action i.e. if they are walking a tight rope then might need to roll a 10 because 20 & 1 make them fall to one side or the other. Rolling in D&D got boring so make it fun again.

Dungeon Master

Your goal is to say 'Yes and...' but realistically it's 'Yes and roll to see if you can actually do that triple backflip down the cliff to mount the attacking phoenix...' - It's okay to make them fail, just don't tell them no. This guide is to help you be 1 step ahead of the players but it can't know the vibe of the room, have some empathy and play to the crowd.

Ending

No one can tell you this. The guide is to help you get 1/3 of the adventure set up and the rest will be created by the adventuring party. Have fun with it and try to tie up some loose ends at the end (or don't and bring them back for another adventure).