The Director Welcomes You

The Daytime Tv Virtue Incident

#64feb7

Location

Cloudy, Cloudy Brazil

Time of Day

23:13

Extraction Point

108 Miles SSE

Time to Complete

26 Hours

Ambassadors,
This week should be easy. You are delivering a Coat that has been hollowed out. Get to Brazil at 02:19

Good Luck.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Preston Russell

Alias

"Orange Giraffe"

Features

7' 1"

Blue eyes

Stretch Marks / Left thumb

Organization

The Guild of Miniature Plumwine

Emotions

Helpless

Personality

Rapidly Regal

Motive

Take over a country to escape their destiny

Bodyguard

Simon the "Shrill Opossums"

Physical Size

Colossal

Story

Additional Locations

The Small Pond

Bustling Business

Doom Spring

Random Events

Dracula Glistens gently

Delivery Guy Is being detained

Diary Is throwing a protest

Crowd Finds gold in the water

World

Stores

Alexis's Coat Du jour

Castillo's Mounted Animal Threads

Ortega's Butter Churner Warehouse

Gill's Faberge Egg Warehouse

Traps

Ghoul Touch

Acid Arrow of Virtue

Objects

Coat that has been hollowed out

Butter Churner children's replica

Secret Mounted Animal

Hidden Lipstick

Cutlass of Virtue

Wand of Wonder

Caster’s face is scarred as though slashed by an eagle’s talons

People

Name Codename Career Likes Dislikes
Sherri Castillo "King Stomachs" Merchant Boxes Bears
Nora Ortega "Four Noses" Mole Dice Cooking
Oliver Bradley Phantom Candles Chocolate
Alexis Byrd Banker Christmas Paper
Kevin Gill Drunken Batteries Coffee

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).