The Director Welcomes You

The Prickly Spoon Incident

#e98012

Location

Cloudless, Gloomy Chad

Time of Day

3:27

Extraction Point

27 Miles NNE

Time to Complete

30 Hours

Sleuths,
As you can see you are trapped inside the top of a Polluted Masquerade . We almost couldn't find you — Please explain when you get back. All we know is "Fat Humanoid" is responsible and they sent us this message - "The group finds a dead fish at the Broken Face". Your mission was intelligence, achieve what you can.

Hopefully you still have that Glowing Chewing Gum hidden on you.

— The Messenger Pigeon you were holding self destructs.

The Villain Dossier

Name

Anna Freeman

Alias

"Fat Humanoid"

Features

4' 5"

Heterochromia eyes

Faint curved scar / Left leg

Organization

The League of Risible Yam

Emotions

Self-conscious

Personality

Famously Thoughtless

Motive

Make a lot of money to escape their destiny

Bodyguard

Charles the "Hyper Dwarf"

Physical Size

Puny

Story

Additional Locations

The Prickly Palace

Hidden Tower

Cleanliness Crypt

Random Events

Milk Shipment scurries by

Robber is loose

Box of Mice Is throwing a BBQ

Bard runs over an infant

World

Stores

Kaleb's Stairwell Du jour

Reese's Portrait Little shop

Soto's Platter Department store

Bates's Oil Lamp Group

Traps

Phantasmal Killer

Crushing Room of Delight

Objects

Stairwell that is glowing

Platter children's replica

Secret Portrait

Hidden Sickle

Shield of Delight

Wand of Wonder

Once per day, caster can discern True North with 100% accuracy

People

Name Codename Career Likes Dislikes
Caroline Reese "Short Falafels" Merchant Syrup Horses
Landon Soto "Five Eyes" Mole Jazz Christmas
Bella Henderson Pharmacist Basketball Tea
Kaleb Hudson Envious Glitter Lipstick
Patrick Bates Dead Tired Trucks Sticks

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).