The Director Welcomes You

Industries Royale

#44a893

Location

Calm, Chilly Bolivia

Time of Day

23:33

Extraction Point

25 Miles SEE

Time to Complete

1 Hours

Silent Negotiators,
As you can see you are trapped inside underneathe a Expensive Motel . We almost couldn't find you — Please explain when you get back. All we know is "Quiet Manticore" is responsible and they sent us this message - "A mysterious key is found on the ground at the Painted Sands". Your mission was clandestine, achieve what you can.

Hopefully you still have that Clandestine Ballpoint Pen hidden on you.

— The Vinyl record player you were holding self destructs.

The Villain Dossier

Name

Blake Mclaughlin

Alias

"Quiet Manticore"

Features

4' 10"

Brown eyes

Small mole / Crotch

Organization

The Task Force of Adorable Paste

Emotions

Calm

Personality

Wholly Mealy

Motive

Make a lot of money to become famous

Bodyguard

Daniel the "Damaged Bigfoot"

Physical Size

Narrow

Story

Additional Locations

The Sensual Pond

Compact House

Exuberance Carousal

Random Events

Transport Crashes slowly

Wedding Cake Is throwing a BBQ

Bunny Is frozen into a block of ice

Dancer Is hurled at the adventurers

World

Stores

Savannah's Credenza Industries

Gonzales's Platter Outlet

Smith's Toolbox Du jour

Ingram's Toolbox Brothers

Traps

Bear Trap

Ceiling Pendulum of Peace

Objects

Credenza that is glowing

Toolbox that is glowing

Secret Platter

Hidden Watch

Pen of Peace

Wand of Wonder

A flock of 5d20 human-sized geese lands in the area

People

Name Codename Career Likes Dislikes
Serenity Gonzales "Nice Lemons" Merchant Eggs Notes
Jack Smith "Quiet Elbows" Mole Money Cartography
Axel Casey Lawyer Horses Coffee
Savannah Silva Judge Soap Sailboats
Aaliyah Ingram Elevator Mechanic Sharks Sailboats

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).