The Director Welcomes You

Operation — Large Trousers

#a56f47

Location

Dark, Foul Montenegro

Time of Day

10:52

Extraction Point

98 Miles NWW

Time to Complete

4 Hours

Informants,
This week should be easy. You are delivering a Basket with a False bottom. Get to Montenegro at 23:05

Good Luck.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Victoria Mullins

Alias

"All Spirit"

Features

5' 6"

Brown eyes

Large moles / Left thumb

Organization

The Task Force of Sinful Temperature

Emotions

Delighted

Personality

Blissfully Calamitous

Motive

Take over a country to control the Children

Bodyguard

Roberto the "Creepy Kraken"

Physical Size

Meager

Story

Additional Locations

The Large Lagoon

Polluted Forest

Good Spirits Spring

Random Events

Prostitute Finds gold in the water

Chicken runs over an infant

Robber Spontaneously disintegrates

Dozen Eggs skins a cat with his teeth

World

Stores

Kayla's Basket Technologies

Snyder's Music Box Consulting

Lambert's Statuette Properties

Ross's Shoe Horn Wardrobe

Traps

Incendiary Cloud

Poison Wall Spikes of Happiness

Objects

Basket with a False bottom

Statuette with a False bottom

Secret Music Box

Hidden Hatchet

Katana of Happiness

Wand of Wonder

Someone nearby thinks he’ll die if he says his name in moonlight

People

Name Codename Career Likes Dislikes
Richard Snyder "Mad Feet" Merchant Plushies Bread
Caroline Lambert "Italian Heels" Mole Rubber Bands Harmonica
Jameson Hines Dietitian Gym Memberships Flowers
Kayla Hawkins Chief Executive Officer Sticky Notes Deodorant
James Ross Envious Houses Chalk

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).