The Director Welcomes You

The Security Enjoyment Incident

#d112f3

Location

Bright, Hot United Kingdom

Time of Day

10:25

Extraction Point

151 Miles SSE

Time to Complete

10 Hours

Investigators,
As you can see you are trapped inside within a Abandoned Forest . We almost couldn't find you — Please explain when you get back. All we know is "All Dolphin" is responsible and they sent us this message - "Clouds develop quickly at the Turtle Rock". Your mission was counterintelligence, achieve what you can.

Hopefully you still have that Feminine Watch hidden on you.

— The Messenger Pigeon you were holding self destructs.

The Villain Dossier

Name

Emery McBride

Alias

"All Dolphin"

Features

6' 1"

Heterochromia eyes

Large moles / Neck

Organization

The company of Bad Judge

Emotions

Infatuated

Personality

Dimly Spoiled

Motive

Disrupt the military to cause catastrophe

Bodyguard

Randy the "Brief Seal"

Physical Size

Short

Story

Additional Locations

The Gray Carnival

Touristy Forest

Destruction Park

Random Events

Chicken Is throwing a protest

Potato screams at the top of their lungs

Gang catches on fire

Transport Is throwing a BBQ

World

Stores

Autumn's Picture Frame Factory

Reeves's Bookcase Atelier

Lewis's Credenza Technologies

Yates's Key Technologies

Traps

Falling Block

Rolling Rock of Enjoyment

Objects

Picture Frame with a False bottom

Credenza with a False bottom

Secret Bookcase

Hidden Rock

Bracelet of Enjoyment

Wand of Wonder

Target’s voice sounds like the braying of donkeys

People

Name Codename Career Likes Dislikes
Reagan Reeves "Indigo Lox" Merchant Cats Cellphones
Bailey Lewis "All Heels" Mole Snowglobes Dice
King Riley Consultant Cooking Writers
Autumn Perez Accountant Glass Socks
Quinn Yates Drunken Coffee Slippers

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).