The Director Welcomes You

Who is Bobby Upper Management?

#91fe15

Location

Dull, Dry Sweden

Time of Day

3:40

Extraction Point

77 Miles SEE

Time to Complete

31 Hours

Ambassadors,
It seems "Tough Sprite" has gone level 7. They have been broadcasting this message "An out of place door appears at the Ghost Town". We need you to eliminate them, Abnormally. Their last known location was recorded at 01:14. You have a Heavy Hammer as a last resort. Use carefully.

— The Vinyl record player you were holding self destructs.

The Villain Dossier

Name

Alexa Schroeder

Alias

"Tough Sprite"

Features

5' 8"

Heterochromia eyes

Stretch Marks / Crotch

Organization

The Committee of Judicious Liquid

Emotions

Ambivalent

Personality

Abnormally Chubby

Motive

Make a lot of money for a love interest

Bodyguard

Bobby the "Proud ghost"

Physical Size

Giant

Story

Additional Locations

The Weak Suburbs

Pitch Black Shelter

Redemption Isle

Random Events

Renaissance Faire Crashes slowly

Potato Is frozen into a block of ice

Tramp explodes

Musical Ignites violently

World

Stores

Lydia's Mantle Emporium

Harrison's Hose Wardrobe

Franklin's Landscape Group

Gibson's Sofa Ventures

Traps

Collapsing Column

Insanity Mist Vapor of Doom

Objects

Mantle that is glowing

Landscape that has been hollowed out

Secret Hose

Hidden Club

Book of Doom

Wand of Wonder

Target’s ears turn slowly counter-clockwise

People

Name Codename Career Likes Dislikes
Kayden Harrison "Mini Brains" Merchant Glitter Washing Machines
Morris Franklin "Dull Lemons" Mole Syrup Oranges
Ariel Cummings Hotel Manager Rubber Stamps Fire
Lydia George Indifferent Rock n' Roll Chalk
Ezra Gibson Talent agent Deodorant Soda

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).