The Director Welcomes You

Who is Nancy Metal?

#d5d783

Location

Hot, Frigid Myanmar

Time of Day

11:23

Extraction Point

155 Miles NWW

Time to Complete

14 Hours

Scrutinizers,
This week should be easy. You are delivering a Shirt made of heavy metal. Get to Myanmar at 09:19

Good Luck.

— The Microsoft Zune you were holding self destructs.

The Villain Dossier

Name

Leah Robles

Alias

"Orange Banshee"

Features

7' 9"

Red eyes

Small mole / Left thumb

Organization

The Bureau of Hallowed Tramp

Emotions

Safe

Personality

Famously Flat

Motive

Take over a country because they straight up craycray

Bodyguard

Nancy the "Baked Dolphin"

Physical Size

Modest

Story

Additional Locations

The Red Carnival

Overpopulated Palace

Casualties Tower

Random Events

Crow drops from the sky

Hoard Gets their hand chopped off

Chanting Cult Ignites violently

Procession strikes the ground

World

Stores

Dean's Shirt Creative

Le's Vase Creative

Frank's Notebook Productions

Craig's Sofa Closet

Traps

Moving Executioner Statue

Large Net of Downfall

Objects

Shirt made of heavy metal

Notebook made of heavy metal

Secret Vase

Hidden Blindfold

Button of Downfall

Wand of Wonder

Someone nearby can shrink to half his height at will

People

Name Codename Career Likes Dislikes
Anna Le "Four Elbows" Merchant Fire Flowers
Mary Frank "Blue Falafels" Mole Attention Rock n' Roll
Elliot Garza Stressed Mirrors Attention
Dean Bush Stressed Chili Coffee
Willow Craig Human Statue Paper Ice Cubes

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).