The Director Welcomes You

Who is Timmy Music?

#2c328d

Location

Chilly, Windless Angola

Time of Day

21:49

Extraction Point

160 Miles NNW

Time to Complete

32 Hours

Detectives,
We need your help. Agent Carter Welch has gone missing and we believe "Fat Meerkat" is responsible. They were last seen in Angola at 06:10. The agent sent one final message – "A stranger can be seen in the shadows at the Garden of Bears". Take this Robotic Pencil - it was their favorite tool and might help you.

— The CD player you were holding self destructs.

The Villain Dossier

Name

Wyatt Hopkins

Alias

"Fat Meerkat"

Features

6' 8"

Heterochromia eyes

Large moles / Right thumb

Organization

The Bureau of Hungry Bog

Emotions

Anticipating

Personality

Yearningly Shrill

Motive

Disrupt the military out of desperation

Bodyguard

Timmy the "Modern Unicorn"

Physical Size

Tall

Story

Additional Locations

The Petite Carousal

Ancient House

Power Palace

Random Events

Chicken Salutes the adventurers

Majestic Painting emerges

Gang explodes

Rustler Adopts a nearby child

World

Stores

Jonathan's Lipstick Beauty Stop

Beck's Cutting board Chic Chåteau

Morris's Sofa Properties

Welch's Wardrobe Arcade

Traps

Arrow

Burning Hands of Cleanliness

Objects

Lipstick with a False bottom

Sofa that is glowing

Secret Cutting board

Hidden Katana

Frying Pan of Cleanliness

Wand of Wonder

When target sees or is hit by magic, his head becomes invisible

People

Name Codename Career Likes Dislikes
Adalyn Beck "Plump Hearts" Merchant Squirrels Eggs
Raelynn Morris "Black Muscles" Mole Honey Tissues
Dylan Kelly Scientist Books Candy
Jonathan Arnold Scientist Photography Flowers
Carter Welch Hairdresser Paper 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).