The Director Welcomes You

Operation — Fulsome Dirigible

#ebd060

Location

Wet, Sunny Barbados

Time of Day

24:37

Extraction Point

139 Miles SW

Time to Complete

30 Hours

Meddlers,
We need your help. Agent Elliot Chambers has gone missing and we believe "Cheap starfish" is responsible. They were last seen in Barbados at 13:10. The agent sent one final message – "A white horse dashes past at the Fallen King". Take this Evil Newspaper - it was their favorite tool and might help you.

— The CD player you were holding self destructs.

The Villain Dossier

Name

Anastasia Mills

Alias

"Cheap starfish"

Features

7' 9"

Amber eyes

Faint curved scar / Left foot

Organization

The Society of Masochistic Increase

Emotions

Satisfied

Personality

Poorly Bloody

Motive

Disrupt the military out of jealousy

Bodyguard

Bobby the "Damp giant"

Physical Size

Immense

Story

Additional Locations

The Fulsome Suburbs

Abandoned Peninsula

Redemption Sanctuary

Random Events

Rhapsody Is throwing a BBQ

Feminist explodes

Drunk Is being detained

VAT of Broth catches on fire

World

Stores

Victoria's Toolbox Warehouse

Arnold's Fire poker set Outlet

Lloyd's Bible Creative

Chambers's Urn Properties

Traps

Compacting Room

Flame Strike of Violence

Objects

Toolbox that is glowing

Bible made of heavy metal

Secret Fire poker set

Hidden Chewing Gum

Crossbow of Violence

Wand of Wonder

The planet splits into two stable hemispheres 10 yards apart

People

Name Codename Career Likes Dislikes
Arya Arnold "Green Ankles" Merchant Television Sharks
Valentina Lloyd "Chunky Stomachs" Mole Octopus Shirts
Kayden May Veterinarian Syrup Socks
Victoria Gilbert Intoxicated Rubber Bands Soap
Elliot Chambers Restless Soup Attention

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).