The Director Welcomes You

The Rarely Sore Agent

#c3d9c3

Location

Calm, Mild Greece

Time of Day

20:46

Extraction Point

72 Miles SSW

Time to Complete

28 Hours

Sleuths,
This week should be easy. You are delivering a Potted Plant that is glowing. Get to Greece at 14:10

Good Luck.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Abraham Perry

Alias

"Violet Cockatrice"

Features

4' 3"

Green eyes

Large deep scar / Left leg

Organization

The Company of Moldy Corn

Emotions

Uncomfortable

Personality

Rarely Nutty

Motive

Take over a country for scientific discovery

Bodyguard

George the "Immense Imp"

Physical Size

Soaring

Story

Additional Locations

The Sore Carnival

Crowded Port

Reservation Arcade

Random Events

Rhapsody Crashes slowly

Dozen Eggs Protests

Chanting Cult Glistens gently

VAT of Broth Is throwing a protest

World

Stores

Ashley's Potted Plant Brothers

Gibson's Stairwell Bazaar

Reyes's Spice shelf Market

Johnston's Plaster Bust Beauty Stop

Traps

Ice lock

Hail of Needles of Darkness

Objects

Potted Plant that is glowing

Spice shelf that has been hollowed out

Secret Stairwell

Hidden Knife

Banana of Darkness

Wand of Wonder

Target refuses to speak to anyone who shares his native tongue

People

Name Codename Career Likes Dislikes
Joshua Gibson "White Lungs" Merchant Plushies Hamsters
Elias Reyes "Obese Parmigianas" Mole Bracelets Jigsaw Puzzles
Naomi Chavez Talent agent Pillows Chickens
Ashley Waters Annoyed Octopus Attention
Juliana Johnston Townsfolk Pillows Horses

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).