The Director Welcomes You

The Mannered Bubble Event

#cbd6d9

Location

Balmy, Dry Azerbaijan

Time of Day

8:48

Extraction Point

147 Miles NE

Time to Complete

28 Hours

Informants,
This week should be easy. You are delivering a Sink children's replica. Get to Azerbaijan at 05:11

Good Luck.

— The CD player you were holding self destructs.

The Villain Dossier

Name

Jude Salazar

Alias

"No Golem"

Features

4' 3"

Blue eyes

A second belly button / Left arm

Organization

The Commission of Quiet Brothel

Emotions

Scared

Personality

Dearly Shitty

Motive

Take over a country for sibling rivalry

Bodyguard

Emily the "Stoned Gremlin"

Physical Size

Fat

Story

Additional Locations

The Mannered Citadel

Expensive Island

Bliss Lodge

Random Events

Hound is being loudly arrested

Squirrel Pulls on the coat tails of one of the adventurers

Fairy Attempts to rob a bank

Feminist Becomes wounded

World

Stores

Iris's Sink Little shop

Joseph's Shelf of alcohol Bazaar

Maxwell's Bible Cosmetics

Peterson's Window Closet

Traps

Rolling Rock

Reverse Gravity of Imperfection

Objects

Sink children's replica

Bible with a False bottom

Secret Shelf of alcohol

Hidden Axe

Rapier of Imperfection

Wand of Wonder

Target is certain that he’ll become a god if he dies in combat

People

Name Codename Career Likes Dislikes
Mary Joseph "All Bones" Merchant Dice Ice Cubes
Kaleb Maxwell "Italian Spleens" Mole Octopus Quartz Crystals
Axel Vega Electrician Easter Flowers
Iris Ayala Actor Rubber Stamps Gym Memberships
Everly Peterson Firefighter Painting Glitter

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).