Informants, This week should be easy. You are delivering a Hose made of heavy metal. Get to Congo, Democratic Republic of the at 05:10
Good Luck.
— The CD player you were holding self destructs.
Angelina Fields
"Meaty child"
6' 5"
Brown eyes
Small mole / Crotch
The Agency of Mossy Person
Calm
Tomorrow Insolent
Make a lot of money in pursuit of knowledge
Ali the "Sticky Sphinx"
Meager
The Spicy Circus
Touristy Pond
Ice Lake
Reindeer Crashes slowly
Safe Is hurled at the adventurers
Nearby Gas Tank Finds gold in the water
Crying Child grabs a lady's purse
Jeremiah's Hose Closet
Howell's Crate Threads
Stephens's Wardrobe Little shop
Barnett's Bonsai Outlet
Flooded Corridor
Box of Brown Mold of Well-being
Hose made of heavy metal
Wardrobe made of heavy metal
Secret Crate
Hidden Banana
Chastity Belt of Well-being
Any priest nearby is 10% likely to think he’s his god
| Name | Codename | Career | Likes | Dislikes |
|---|---|---|---|---|
| Alice Howell | "Casual Waffles" | Merchant | Plushies | Easter |
| Guy Stephens | "Italian Livers" | Mole | Paper | Tea |
| Molly Banks | Optimistic | Trees | Fire | |
| Jeremiah Walton | Banker | Paperclips | Physics | |
| Isabella Barnett | Human Statue | Deodorant | Slippers |
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
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 UpGive 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.
Characters90% 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.
RollingThis 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 MasterYour 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.
EndingNo 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).