The Director Welcomes You

Quilt, Friction, Collar, Spy.

#70270b

Location

Bright, Rainy Burkina Faso

Time of Day

9:54

Extraction Point

60 Miles NEE

Time to Complete

17 Hours

Meddlers,
It seems "Plump Siren" has gone level 7. They have been broadcasting this message "A roll of thunder at the dry riverbed". We need you to eliminate them, Coyly. Their last known location was recorded at 17:20. You have a Sharp Guitar as a last resort. Use carefully.

— The Tablet of Stone you were holding self destructs.

The Villain Dossier

Name

Penelope Marquez

Alias

"Plump Siren"

Features

7' 7"

Blue eyes

Faint curved scar / Left middle finger

Organization

The Fraternity of Microscopic Collar

Emotions

Anxious

Personality

Coyly Jagged

Motive

Disrupt the military to better Humanity

Bodyguard

Roberto the "Evasive Cockatrice"

Physical Size

Tremendous

Story

Additional Locations

The Slimy Creek

Ancient Lodge

Stealth Chateau

Random Events

Hound stop the party and asks questions

Reindeer is being loudly arrested

Bank Skips merrily

VAT of Broth Is getting confiscated

World

Stores

Eloise's Toolbox Du jour

Johnson's Easel Emporium

Miller's Watch Department store

Hoffman's Iron stove Boutique

Traps

Swinging Block

Portcullis of Stealth

Objects

Toolbox with a False bottom

Watch that is glowing

Secret Easel

Hidden Magazine

Watch of Stealth

Wand of Wonder

Target gains access to an elite secret society

People

Name Codename Career Likes Dislikes
Jade Johnson "Fast Churros" Merchant Balloons Tigers
Xander Miller "Obese Muscles" Mole Paper Sticky Notes
Gabriel Hart Librarian Bracelets Essential Oils
Eloise Garcia Farmer Baseball Paper
Naomi Hoffman Psychiatrist Cats Writers

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).