The Director Welcomes You

Operation — Fresh Music

#cfe51b

Location

Miserable, Gorgeous Kenya

Time of Day

21:42

Extraction Point

145 Miles SW

Time to Complete

3 Hours

Examiners,
This week should be easy. You are delivering a Trinket made of heavy metal. Get to Kenya at 24:05

Good Luck.

— The iPod you were holding self destructs.

The Villain Dossier

Name

John Mitchell

Alias

"Sharp Eel"

Features

7' 4"

Heterochromia eyes

Large moles / Right thumb

Organization

The Board of Fast Shiv

Emotions

Disgusted

Personality

Physically Pugilistic

Motive

Disrupt the military because of a betrayal

Bodyguard

Chuckie the "Hyper Hobgoblin"

Physical Size

Baby

Story

Additional Locations

The Fresh Forge

Ancient Lake

Bliss Circus

Random Events

Softball Evades the law

Sewer Strikes the church bell

Crow Is being kidnapped

Hoard Calls menacingly

World

Stores

Tucker's Trinket Hole

Fitzgerald's Bureau Brothers

Francis's End Table Emporium

Singh's Statue Market

Traps

Acid Fog

Floor Net of Bravery

Objects

Trinket made of heavy metal

End Table made of heavy metal

Secret Bureau

Hidden Lighter

Sticks of Bravery

Wand of Wonder

A thin shaft of stone runs from the target point to the sea

People

Name Codename Career Likes Dislikes
Eliza Fitzgerald "Golden Pastrami's" Merchant Paperclips Books
Lyla Francis "Stiff Lungs" Mole Lions Lipstick
Tyler Long Stressed Video Games Hamsters
Tucker Campbell Drunken Soup Flowers
Eric Singh Master Distiller Acorns Limes

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).