The Director Welcomes You

The Blue Movie Examination

#ae4b36

Location

Gloomy, Warm Sweden

Time of Day

14:28

Extraction Point

64 Miles NNE

Time to Complete

16 Hours

Sleuths,
As you can see you are trapped inside fly above a Abandoned Palace . We almost couldn't find you — Please explain when you get back. All we know is "Big kobold" is responsible and they sent us this message - "A white horse dashes past at the Beast's Maze". Your mission was black ops, achieve what you can.

Hopefully you still have that Sharp Audio Cassette hidden on you.

— The Tablet of Stone you were holding self destructs.

The Villain Dossier

Name

Andrew Morrison

Alias

"Big kobold"

Features

6' 4"

Amber eyes

Small mole / Right foot

Organization

The Society of Creepy Mask

Emotions

Nervous

Personality

Quizzically Rough

Motive

Disrupt the military to escape their destiny

Bodyguard

Larry the "Lively Aardvark"

Physical Size

Lanky

Story

Additional Locations

The Blue Mansion

Underwater Arcade

Annihilation Sanctuary

Random Events

Nomad Ignites violently

Reindeer skins a cat with his teeth

Beggar Glistens gently

Bag of Flour Is under a curse

World

Stores

Evan's Coat International

Gonzales's Mantle Du jour

George's Armoir Convenience store

Buchanan's Rubber Plant Creative

Traps

Extended Bane

Flame Strike of Skill

Objects

Coat made of heavy metal

Armoir with a False bottom

Secret Mantle

Hidden Sling

Greaves of Skill

Wand of Wonder

Anyone in caster’s presence can’t employ Direction Sense

People

Name Codename Career Likes Dislikes
Ashton Gonzales "Short Ribs" Merchant Syrup Batteries
Victoria George "Quiet Boy" Mole Batteries Broccoli
Emmanuel Harrison Plumber Chocolate Whipped Cream
Evan Watson Flirty Sticky Notes Cartography
Valerie Buchanan Broker Contracts Rock n' Roll

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).