The Director Welcomes You

Operation — Pugilistic Pelican

#e0bc3d

Location

Windless, Cloudy Côte d’Ivoire

Time of Day

15:46

Extraction Point

152 Miles SE

Time to Complete

34 Hours

Snoopers,
As you can see you are trapped inside the top of a Polluted Circus . We almost couldn't find you — Please explain when you get back. All we know is "Mad Griffin" is responsible and they sent us this message - "A black cat runs past at the Field of Wildflowers". Your mission was clandestine, achieve what you can.

Hopefully you still have that Delicate Battery hidden on you.

— The Microsoft Zune you were holding self destructs.

The Villain Dossier

Name

Isabella Fox

Alias

"Mad Griffin"

Features

7' 3"

Brown eyes

Small mole / Left middle finger

Organization

The Task Force of Fresh Headquarters

Emotions

Humiliated

Personality

Furiously Tight

Motive

Make a lot of money for a love interest

Bodyguard

Johnny the "Heavy Bear"

Physical Size

Bantam

Story

Additional Locations

The Pugilistic Forest

Polluted Spring

Oblivion House

Random Events

Corncob is heard screaming

Softball Crashes slowly

Sewer Adopts a nearby child

Spice Box strikes the ground

World

Stores

Mattie's Mantle Wardrobe

Hammond's Satchel Collective

Gutierrez's Sconce Cosmetics

Sparks's Candlesticks Ventures

Traps

Scything Blade

Crushing Room of Indecision

Objects

Mantle that has been hollowed out

Sconce with a False bottom

Secret Satchel

Hidden Sticks

Brass Knuckles of Indecision

Wand of Wonder

Target is suspected of having wrought a plague upon this nation

People

Name Codename Career Likes Dislikes
Marcus Hammond "Cramped Feet" Merchant Shirts Shirts
Andrew Gutierrez "Nice Knuckles" Mole Teeth Fire
Autumn Terry Midwife Chalk Comic Books
Mattie Perry Physician Rock n' Roll Mirrors
Alina Sparks Paramedic Quartz Crystals Ice Cubes

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).