The Director Welcomes You

The Underwear Fate Incident

#75eada

Location

Foul, Breezy Oman

Time of Day

0:10

Extraction Point

192 Miles NEE

Time to Complete

7 Hours

Shadows,
It seems "Big Gremlin" has gone level 9. They have been broadcasting this message "A shadow passes at the Rainbow Mountain". We need you to eliminate them, Intently. Their last known location was recorded at 24:08. You have a Fluffy Baking Tray as a last resort. Use carefully.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Mckenzie Ross

Alias

"Big Gremlin"

Features

6' 9"

Red eyes

Large moles / Left hand

Organization

The Order of Deafening Tampon

Emotions

Confused

Personality

Intently Square

Motive

Disrupt the military to inspire a rebellion

Bodyguard

Jerry the "Shallow Goblins"

Physical Size

Short

Story

Additional Locations

The Affluent Acropolis

Hidden Lodge

Catastrophe Fortress

Random Events

Nearby Gas Tank Strikes the church bell

Toilet runs over an infant

Bag of Flour runs over an infant

Musical Is throwing a BBQ

World

Stores

Arianna's Pan Department store

Jensen's Key Atelier

Daniels's Sconce Couture

Price's Bureau Bazaar

Traps

Chain Lightning

Arrow of Fate

Objects

Pan that is glowing

Sconce that has been hollowed out

Secret Key

Hidden Targe

Longsword of Fate

Wand of Wonder

Target vows to eat only rotting meat starting tomorrow

People

Name Codename Career Likes Dislikes
Norah Jensen "Black Waffles" Merchant Sticky Notes Trucks
Beau Daniels "Black Brains" Mole Essential Oils Chickens
Brayden Hunter Artist Cookies Soap
Arianna Watson Artist Shirts Jigsaw Puzzles
Leo Price Dog surfing instructor Rubber Bands Teeth

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).