The Director Welcomes You

The Uranus Oblivion Incident

#e14b41

Location

Overcast, Stormy Poland

Time of Day

14:34

Extraction Point

137 Miles SSW

Time to Complete

10 Hours

Scrutinizers,
This week should be easy. You are delivering a Musical instrument with a False bottom. Get to Poland at 09:02

Good Luck.

— The Origami Swan you were holding self destructs.

The Villain Dossier

Name

Mary Klein

Alias

"Cheap Zombie"

Features

6' 8"

Heterochromia eyes

Small mole / Right eye

Organization

The Board of Shrill Tax

Emotions

Fondness

Personality

Seemingly Repulsive

Motive

Take over a country to become the best

Bodyguard

Christopher the "Grumpy Pegasus"

Physical Size

Petite

Story

Additional Locations

The Important Grove

Crowded Isle

Pleasure Palace

Random Events

Butter Shipment drops from the sky

Transport Is frozen into a block of ice

Reindeer Strikes the church bell

Meteor Evades the law

World

Stores

Zoe's Musical instrument Group

Steele's Metal chair Consulting

Gutierrez's Rubber Plant Industries

Webster's Creeping Vines Technologies

Traps

Black Tentacles

Poison Dart of Oblivion

Objects

Musical instrument with a False bottom

Rubber Plant made of heavy metal

Secret Metal chair

Hidden Gauntlet

File of Oblivion

Wand of Wonder

Caster is unaffected by the spell Remove Curse

People

Name Codename Career Likes Dislikes
Colton Steele "Obese Matzo Balls" Merchant Hammers Books
Axel Gutierrez "King Arms" Mole Slippers Lipstick
Sydney Gutierrez Barber Tea Slippers
Zoe Dominguez Paramedic Cooking Lipstick
Presley Webster Statistician Tigers Squirrels

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).