The Director Welcomes You

The Language Influence Incident

#8a01ff

Location

Dark, Balmy Grenada

Time of Day

0:46

Extraction Point

67 Miles SW

Time to Complete

3 Hours

Spy Deputies,
This week should be easy. You are delivering a Medallion that has been hollowed out. Get to Grenada at 22:23

Good Luck.

— The Vinyl record player you were holding self destructs.

The Villain Dossier

Name

Samantha Sherman

Alias

"Big Ogre"

Features

4' 9"

Heterochromia eyes

Small mole / Left hand

Organization

The Department of Substantial Pickle

Emotions

Disillusioned

Personality

Crossly Jocular

Motive

Disrupt the military to escape their destiny

Bodyguard

Christopher the "Diligent Sprite"

Physical Size

Paltry

Story

Additional Locations

The Tenacious Jungle

Pitch Black Castle

Prosperity Acropolis

Random Events

Chunk of Beef Lunges at the group

Baker strikes the ground

Store Is being detained

Feminist strikes the ground

World

Stores

Nathaniel's Medallion Mall

Franklin's Staircase Cosmetics

Washington's Tapestry Logistics

Dunn's Figurine Boutique

Traps

Poison Dart

Acid Fog of Influence

Objects

Medallion that has been hollowed out

Tapestry children's replica

Secret Staircase

Hidden Bangle

Magazine of Influence

Wand of Wonder

Caster suffers crippling arthritis pain

People

Name Codename Career Likes Dislikes
Trinity Franklin "All Scars" Merchant Tea Physics
Patrick Washington "Drowsy Legs" Mole Shirts Hammers
Tricia Elliott Bounty hunter Technology Money
Nathaniel Mitchell Acupuncturist Chili Shirts
Preston Dunn Art Therapist Sharp Things Comic Books

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).