The Director Welcomes You

Mommy, Owl, Giraffe, Spy.

#0e006e

Location

Humid, Stormy Kyrgyzstan

Time of Day

18:34

Extraction Point

179 Miles NEE

Time to Complete

35 Hours

Meddlers,
It seems "Golden Opossums" has gone level 1. They have been broadcasting this message "A black cat runs past at the Flooded Crystal". We need you to eliminate them, Hastily. Their last known location was recorded at 23:14. You have a Slippery Hot Glue Gun as a last resort. Use carefully.

— The Origami Swan you were holding self destructs.

The Villain Dossier

Name

Ayden Jimenez

Alias

"Golden Opossums"

Features

4' 7"

Blue eyes

Small mole / Left hand

Organization

The League of Sore Giraffe

Emotions

Depressed

Personality

Hastily Some

Motive

Take over a government out of jealousy

Bodyguard

Carl the "Sparkling The Grim Reaper"

Physical Size

Fat

Story

Additional Locations

The Crashing Shelter

Ancient Pond

Obliteration Pond

Random Events

Turtle Bursts loudly

Demon Pulls on the coat tails of one of the adventurers

Skeleton Is being kidnapped

VAT of Broth meets disaster

World

Stores

Benjamin's Bottle Boutique

Peterson's Clamp Closet

Palmer's Crate Factory

Norton's Trunk Bazaar

Traps

Wall Blade

Razor-Wire across Hallway of Death

Objects

Bottle children's replica

Crate that is glowing

Secret Clamp

Hidden Nipple Clamp

Shoe of Death

Wand of Wonder

When caster next enters a lake, he encounters a tentacled monster

People

Name Codename Career Likes Dislikes
Jose Peterson "One Thumbs" Merchant Doves Chickens
Antonio Palmer "Slow Arms" Mole Rubber Bands Socks
Luca Perez Drummer Cats Rocks
Benjamin Garrett Athlete Shirts Pillows
Madison Norton Barber Contracts Limes

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).