The Director Welcomes You

Outlet Royale

#ed137d

Location

Cloudy, Icy Nepal

Time of Day

13:52

Extraction Point

33 Miles NE

Time to Complete

28 Hours

Sleuths,
This week should be easy. You are delivering a Kitchen table that has been hollowed out. Get to Nepal at 21:14

Good Luck.

— The CD player you were holding self destructs.

The Villain Dossier

Name

Ryder Shaw

Alias

"Three Hydra"

Features

4' 8"

Gray eyes

Faint curved scar / Right middle finger

Organization

The Guild of Mealy Cast Iron Pan

Emotions

Revulsion

Personality

Gently Sweet

Motive

Take over a country out of jealousy

Bodyguard

Anthony the "Famous Leech"

Physical Size

Full

Story

Additional Locations

The Insidious Creek

Underwater Mansion

Competency Creek

Random Events

Mutant Lunges at the group

Feminist Is under a curse

Bum Balances on a ledge

Meteor Bounces oddly

World

Stores

Callie's Kitchen table Outlet

Fischer's Crock Emporium

Potter's Footlocker Mall

Holt's Ceramic Crock Discount

Traps

Flooded Corridor

Ghoul Touch of Exuberance

Objects

Kitchen table that has been hollowed out

Footlocker made of heavy metal

Secret Crock

Hidden Javelins

Pen of Exuberance

Wand of Wonder

An enormous cache of D-Cell batteries is found nearby

People

Name Codename Career Likes Dislikes
William Fischer "Silver Legs" Merchant Deodorant Sailboats
Wesley Potter "Junior Waffles" Mole Doves Soap
Marcus Rice Electrician Houses Jigsaw Puzzles
Callie Chan Funeral Director Potatoes Cellphones
Kaleb Holt Surveyor Glass Houses

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).