The Director Welcomes You

Who is Timmy People?

#5ee166

Location

Rainy, Balmy Turkmenistan

Time of Day

4:24

Extraction Point

74 Miles N

Time to Complete

36 Hours

Examiners,
This week should be easy. You are delivering a Wingback chair children's replica. Get to Turkmenistan at 07:13

Good Luck.

— The CD player you were holding self destructs.

The Villain Dossier

Name

Brantley Adkins

Alias

"Big Succubus"

Features

4' 7"

Amber eyes

Faint curved scar / Left eye

Organization

The Crew of Thankful Uncle

Emotions

Eager

Personality

Lovingly Gregorian

Motive

Disrupt the military justice for a wrong-doing

Bodyguard

Timmy the "Ugliest Leech"

Physical Size

Minuscule

Story

Additional Locations

The Vast Reef

Abandoned Circus

Disaster Arcade

Random Events

Pickpocket Becomes wounded

Pack of Wild Dogs skins a cat with his teeth

Softball gathers near a point of interest

Woman Crashes slowly

World

Stores

Landon's Wingback chair Brothers

Johnston's Sofa Emporium

Scott's crutch Little shop

Cannon's Lamp Hole

Traps

Flooding Room

Large Net of Dark

Objects

Wingback chair children's replica

crutch that is glowing

Secret Sofa

Hidden Button

Lance of Dark

Wand of Wonder

Everything that target is now carrying is imperfectly duplicated

People

Name Codename Career Likes Dislikes
Jayce Johnston "Little Fingers" Merchant Limes Chalk
Weston Scott "Four Eyes" Mole Peanut Butter Clocks
Adeline Lawson Exhilarated Contracts Baseball
Landon Caldwell Scientist Flashlights Comic Books
Maya Cannon Cheerful Quartz Crystals Tigers

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).