The Director Welcomes You

The Alcoholic Bravery Incident

#814de6

Location

Warm, Warm Guinea-Bissau

Time of Day

11:11

Extraction Point

117 Miles SSW

Time to Complete

9 Hours

Sleuths,
As you can see you are trapped inside within earshot of a Polluted Private Jet plane . We almost couldn't find you — Please explain when you get back. All we know is "All Ogre" is responsible and they sent us this message - "A roll of thunder at the Ghost Town". Your mission was counterintelligence, achieve what you can.

Hopefully you still have that Clandestine Level hidden on you.

— The Microsoft Zune you were holding self destructs.

The Villain Dossier

Name

Mia Edwards

Alias

"All Ogre"

Features

5' 3"

Amber eyes

A second belly button / Left middle finger

Organization

The Authority of Sweltering Diamond

Emotions

Anxious

Personality

Fortunately Deafening

Motive

Make a lot of money to achieve their destiny

Bodyguard

Penelope the "Rapid gorgon"

Physical Size

Big

Story

Additional Locations

The Flabby Festival

Underground Creek

Fury Island

Random Events

Bellhop Is accused by the law

Chauvinist is heard screaming

Bunny emerges

Bellhop grabs a lady's purse

World

Stores

Jackson's Kitchen table Worldwide

Tate's Glass Jars Arcade

Hines's Satchel Convenience store

Daniel's Clamp Boutique

Traps

Rolling Rock

Rolling Rock of Bravery

Objects

Kitchen table that has been hollowed out

Satchel that has been hollowed out

Secret Glass Jars

Hidden Hatchet

Sword of Bravery

Wand of Wonder

Target’s head blazes with illusory fire for 1d4 months

People

Name Codename Career Likes Dislikes
Karter Tate "King Boy" Merchant Chocolate Batteries
Lucy Hines "Indigo Hot Dogs" Mole Contracts Physics
Christopher Mendez Vision Flowers Music
Jackson Valdez Operator Plushies Flowers
Mckenzie Daniel Surgeon Squirrels Candy

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).