The Director Welcomes You

The Tennisracket Influence Protocol

#177e12

Location

Balmy, Balmy Tuvalu

Time of Day

19:34

Extraction Point

32 Miles NW

Time to Complete

26 Hours

Shadows,
I have sent you to the outside of a Touristy Island to look for a suspect by the name "One Hedgehogs". This mission is clandestine. Their recent activity is concerning and we need you to retrieve their missile codes. We don't know much about their goals but we've intercepted this cryptic message – "The group finds a dollar on the ground at the dry riverbed".

We're low budget this mission – I've packed a Rusty Quilt in your kit to help.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Maria Lowe

Alias

"One Hedgehogs"

Features

5' 11"

Hazel eyes

Large moles / Crotch

Organization

The Division of Swollen Curmudgeon

Emotions

Disappointed

Personality

Solidly Jolly

Motive

Take over a country to save humanity

Bodyguard

Mitch the "Bitter Sphinx"

Physical Size

Diminutive

Story

Additional Locations

The Miniature City

Ancient Reef

Indecision Business

Random Events

Feminist screams at the top of their lungs

Feminist is being loudly arrested

Chunk of Beef Is accused by the law

Soup Salutes the adventurers

World

Stores

Madelyn's Bed Properties

Hardy's Sink Group

Carroll's Pocket watch Group

Hughes's Goblet Labs

Traps

Incendiary Cloud

Compacting Room of Influence

Objects

Bed that is glowing

Pocket watch made of heavy metal

Secret Sink

Hidden Medallion

Notebook of Influence

Wand of Wonder

All of caster’s monetary wealth is revealed to be counterfeit

People

Name Codename Career Likes Dislikes
Damian Hardy "Gross Dumplings" Merchant Mirrors Sharp Things
Adeline Carroll "Wild Matzo Balls" Mole Limes Oranges
Jesus Gill Intoxicated Candles Glitter
Madelyn Castro Lawyer Syrup Drinking
Marcus Hughes Journalist Attention Dolphins

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).