The Director Welcomes You

The Tail Delight Protocol

#32b57f

Location

Sunny, Wet India

Time of Day

17:45

Extraction Point

9 Miles SEE

Time to Complete

24 Hours

Sleuths,
This week should be easy. You are delivering a Doorway that has been hollowed out. Get to India at 06:15

Good Luck.

— The Origami Swan you were holding self destructs.

The Villain Dossier

Name

Layla McDaniel

Alias

"Heavy Unicorn"

Features

4' 9"

Brown eyes

Faint curved scar / Left hand

Organization

The Incorporated of Nice Toes

Emotions

Vengeful

Personality

Fortunately Noisy

Motive

Take over a government for pure destruction

Bodyguard

Nicky the "Shitty Wendigo"

Physical Size

Tall

Story

Additional Locations

The Putrid Island

Archaic Villa

Ice Acropolis

Random Events

Milk Shipment Bursts loudly

Majestic Painting Skips merrily

Pine Branch Is under a curse

Wedding Cake Calls menacingly

World

Stores

Kayden's Doorway Market

Stone's Pocket watch Technologies

Obrien's Staircase Technologies

Weaver's Cabinet Arcade

Traps

Lightning Bolt

Extended Bane of Delight

Objects

Doorway that has been hollowed out

Staircase that is glowing

Secret Pocket watch

Hidden Stave

Rapier of Delight

Wand of Wonder

The ground within 50 yards is covered by terra cotta tile

People

Name Codename Career Likes Dislikes
Laila Stone "One Ankles" Merchant Snowglobes Limes
Hannah Obrien "Wild Cappuccinos" Mole Tissues Money
Liam Gregory Headhunter Oranges Balloons
Kayden Lee Veteran Dinosaurs Video Games
Maximus Weaver Barber Technology Sharp Things

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).