The Director Welcomes You

Operation — Disruptive Moon

#f1a1e5

Location

Windless, Sunny Australia

Time of Day

17:29

Extraction Point

165 Miles SEE

Time to Complete

45 Hours

Investigators,
We need your help. Agent Michelle Peters has gone missing and we believe "Right Elephant" is responsible. They were last seen in Australia at 17:04. The agent sent one final message – "A traveling merchant appears at the ruined castle". Take this Feminine Bolt Cutter - it was their favorite tool and might help you.

— The Microsoft Zune you were holding self destructs.

The Villain Dossier

Name

Jace Goodman

Alias

"Right Elephant"

Features

5' 6"

Blue eyes

Small mole / Left arm

Organization

The Alliance of Raspy Sabre

Emotions

Helpless

Personality

Yieldingly Raw

Motive

Take over a government fueled by conspiracy

Bodyguard

Peter the "Brutish Banshee"

Physical Size

Young

Story

Additional Locations

The Disruptive Mansion

Underground Crypt

Skill Port

Random Events

Herd of Chicken Crashes slowly

Donkey Calls menacingly

Procession Is accused by the law

Druid Bursts loudly

World

Stores

Isabelle's Musical instrument Technologies

Cook's Stamp Set Logistics

Wise's Trophy Supermarket

Peters's Lamp Market

Traps

Razor-Wire across Hallway

Phantasmal Killer of Fragility

Objects

Musical instrument made of heavy metal

Trophy that is glowing

Secret Stamp Set

Hidden Greaves

Frying Pan of Fragility

Wand of Wonder

Next weapon drawn nearby forces its wielder to attack his allies

People

Name Codename Career Likes Dislikes
Callie Cook "Fast Matzo Balls" Merchant Lipstick Water
Molly Wise "Dull Elbows" Mole Doves Shirts
Emma Vargas Chef Soap Deodorant
Isabelle Weaver Butcher Lipstick Oranges
Michelle Peters Electrician Football Pillows

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).